Pestilence, DH666 |
Friday, March 29, 2013
The Week From Hell
by
SandWyrm
Tuesday, March 26, 2013
Rules: Models, Units, & Strike Forces (Ver. 0.55)
by
SandWyrm
Did some updates to these rules, and described what we have planned for the Strike Force Organization Charts (SFOCs).
Rules: Rolling Dice (Ver. 0.55)
by
SandWyrm
Monday, March 25, 2013
Rules: What You Need To Play (Ver. 0.55)
by
SandWyrm
Here's the 'What You Need To Play' section of the rules. I'm going to try something different this time, as I'm tired of copy-pasting from the rulebook and then reformatting everything for the web. Instead, I'm going to offer a link where you can download just this section of the rules as a PDF. Which should be easier to read anyhow. We'll see how that goes.
Friday, March 22, 2013
Testing The New Visibility System
by
SandWyrm
CaulynDarr and I tested out the new visibility system with a straightforward battle today (Meeting Engagement). How did it do?
Labels:
CaulynDarr,
M42,
Sandwyrm,
Shooting,
Testing,
Visibility,
WarStrike
Vehicle Movement Outline
by
SandWyrm
I've been working on the formal writeup of the new Visibility/Shooting rules. Which will get tested today with CaulynDarr. But while I work on that, here's a rough outline of my thoughts for how vehicles should move. I've tried to add just enough method variation between the types to make it interesting, with meaningful tactical differences. But not so much detail that it becomes a naval sim. :)
Wednesday, March 20, 2013
A Very Interesting Email: Part 2
by
SandWyrm
Here's the second half of that email that Ryjak sent me, and my responses. This one's going to be quite interesting, as I compare the result ranges of D6 and D10 dice rolled in series, and why D10 isn't as much of a better choice for a wargame as people tend to think it is.
Tuesday, March 19, 2013
Visibility: Re-Vamp II
by
SandWyrm
My last re-vamp of the visibility/to-hit system was interesting, but it didn't work out in testing. I'm taking another go at it though. Keeping in mind Ryjak & Eriochrome's suggestions, I've eliminated 2 levels of visibility, axed all range bands beyond the first, and instead instituted standardized Evasion modifiers at long range, based on terrain. With straight modifiers for shooting & GtG, but not running.
Labels:
Concepts,
M42,
Sandwyrm,
Visibility,
WarStrike
Monday, March 18, 2013
Testing Results From Saturday
by
SandWyrm
At the Indy Open a few weeks back, I was invited to come down and demo the game to a club of 20+ guys that meets on the south side of Indy at a private home. I didn't take any pictures (because it was a private home), but I did get in two good test games with some players at the lower end of the competitiveness scale. They enjoyed themselves, and it was interesting to see what they appreciated the most about the game compared to the more hard core competitive types.
Sunday, March 17, 2013
A Very Interesting Email: Part 1
by
SandWyrm
Ryjak sent me a long email with a lot of heartfelt suggestions/criticisms about the game. The discussion of which I thought would be of interest to most of our readers. So here it is...
Friday, March 15, 2013
Another Visibility Option
by
SandWyrm
Here's another refinement that might strike the right balance for our visibility system. This time, each range band is a multiple of the short range.
Krox's Visibility Suggestion
by
SandWyrm
Krox had a suggestion in the comments to my last post that we vary the short range based on visibility, but that we simply make each range band after that 12" further. Well, I've lined up some models and taken pictures. Let's see how the two methods compare.
Labels:
M42,
Sandwyrm,
Shooting,
Visibility,
WarStrike
Thursday, March 14, 2013
Roll Low Instead Of High?
by
SandWyrm
As we continue to work on streamlining the current rules, Eriochrome and I have started discussing how to make our dice rolling more consistent. Right now we roll low for Ld and Toughness tests. But we roll high for to-hit tests and armor saves. Rolling low to kill a model with a toughness test has confused all the testers to one extent or another. So I was considering making it a roll-high test instead. But Eriochrome had another idea. Which is interesting enough that we should consider it.
Labels:
Concepts,
M42,
Probabilities,
Sandwyrm,
WarStrike
Wednesday, March 13, 2013
Some Flyer Thoughts
by
SandWyrm
A-10 Warthog, Lou Drendel |
Visualizing The New Visibility System
by
SandWyrm
Red Glasses, Mohamed Kahouadji |
Tuesday, March 12, 2013
Reworking Visibility/Concealment
by
SandWyrm
I've spent the last couple of days trying to figure out how to make visibility/cover more straightforward in the game than it is right now. Finally, I think I have an answer that works.
Sunday, March 10, 2013
Indy Open Notes: Reserves
by
SandWyrm
The Visibility rules were the biggest issue to come up in testing. But reserves were a close second. This came to a head when testing the Bridgehead mission multiple times. But we also encountered problems with Exfiltration yesterday. Which had been working fine until we upped the number of units per side to 9. One of those new units was a dedicated close-combat specialist (the Paladin Captain). While we also had a tank on the table to worry about.
Indy Open Notes: Visibility & Smoke
by
SandWyrm
The wife still isn't tip-top, and won't be for another week, but I've got time to work on some stuff again. So let's dive into some of the notes I took during the Indy Open test/demo games, and a game I had yesterday at the FLGS.
Thursday, March 7, 2013
Updated Unit Stat Cards (Updated Again)
by
SandWyrm
Labels:
M42,
Rules,
Sandwyrm,
Unit Cards,
WarStrike
Wednesday, March 6, 2013
Indy Open Notes: Dust Warfare
by
SandWyrm
Ok, I've caught a breather. :)
I got a lot of good feedback on the game at the Indy Open. My wife's first trip to the hospital kept me away from the tourney Saturday night. Which, unfortunately, would have been the best time to run demos. Since everyone was too exhausted on Sunday to do more than ask a couple of questions before they took off. Not many stayed for the awards.
There was some real interest in WarStrike though, and I got invited to demo the game at a couple of stores and a club in the near future. The club, in particular, might end up being a valuable testing resource.
Monday, March 4, 2013
Chaos Reigns This Week
by
SandWyrm
2000 Yard Stare, Tom Lea |
Until at least the end of the week, expect the posting to be sporadic at best. My wife had sinus surgery last Wednesday (her second in a month), and has had complications. She went to the hospital twice over the weekend because of extreme pain. It's only because of the kind efforts of family and friends that I was still able (with her blessing) to attend the Indy Open, and show off the game at all.
Friday, March 1, 2013
Quick Reference Guide (V2)
by
SandWyrm
The Quick Reference Guide has now been updated. Get the PDF by clicking here.
It's nice to see the guide simplify over time. It means we're doing something right. :)
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