Saturday, January 31, 2015
Costing Out Initiative Differences
by
SandWyrm
Euriochrome and I have been kicking around some ideas for what the objective 'value' of initiative might be in the game. In the process, we've discovered that there isn't going to be one value, but at least 3 major types. I think I've come up with a decent value to start with though.
Friday, January 30, 2015
The Sort Of Work That Balancing A Game Requires
by
SandWyrm
Last week, I dove into the task of balancing WarStrike numerically. Having done this before at earlier stages of the project, I had a good feel for the kinds of approaches that would work best in Excel (my primary tool for this), but I didn't really have an appreciation of how involved the process would be. Or how many variables would be involved. So read on, and you'll get a feel for the kind of complexity that just four little special rules can add to the calculations for what a particular weapon range might be worth. Then you'll have a better appreciation for why so many games just don't bother trying to figure out the math behind their mechanics, and just wing it.
Wednesday, January 28, 2015
Taking Another Shot At Weapon Ranges
by
SandWyrm
After our last test, I found myself wanting to tighten up the weapon ranges a bit. I also need to work out the costing of those ranges and their associated special rules. So I've worked up a new range chart for most of the major weapons that the human factions will use.
Tuesday, January 27, 2015
The Real Meaning Of A One-Point D10 Gain
by
SandWyrm
As I bury myself in Excel trying to craft a meaningful costing system, I try to keep in mind something that I learned from a Flames of War player once. Which is that the most important gain is going from (In a D10 roll) a 10+, to a 9+.
Sunday, January 25, 2015
Floating Initiative Test
by
SandWyrm
Things got pretty crazy this week on the home front for me this week, but CaulynDarr and I were finally able to get together on Saturday for some more testing of the new turn sequence using the Meeting Engagement mission. This time we were trying out the free-floating initiative concept, along with a few other ideas.
Friday, January 23, 2015
Formalizing Some Initiative Ideas
by
SandWyrm
This is how I annotate rules changes. |
Tuesday, January 20, 2015
Linking LD To A Unit's Current Initiative
by
SandWyrm
Been thinking about the whole floating initiative idea some more. I've talked previously about adding a unit's current IN to their LD when rolling tests. But looking at this chart makes me think that we could just go with a version of our original LD/Nerve split. Where Nerve is replaced by a unit's current initiative, and LD just determines how many dice you get to roll to try and have at least one come up equal to or less than the current initiative.
Labels:
Concepts,
Leadership,
M42,
Sandwyrm,
WarStrike
Charting Out The D10 Toughness Test
by
SandWyrm
Toughness is how many dice you roll, Firepower or Strength is what you need to roll on EVERY die to kill that model. |
I haven't done a D10 version of this chart before, but here's the likelihood of killing a model of a given toughness with a given Str/FP. The zero results aren't really zero, of course. But I didn't want to have to show percentages out to 10 decimal places. Let's just say that zero means 'very unlikely'.
Monday, January 19, 2015
A More Compact AP/AR Chart
by
SandWyrm
Since Eriochrome thought that my last chart had too many Armor/AP levels, I decided to see how compact I could make it. This version cuts four levels off of the Armor side, and two levels off of the weapon side. I think that this is about as compressed as I'd want to go.
Sunday, January 18, 2015
Armor Values & Weapon Penetrations
by
SandWyrm
Since I need to properly work up a new set of armor/penetration stats for our switch to a D10 system, I've created a couple of charts that show the armor save chart with typical weapons and armor types added as I see them happening. That way we have a basis for discussion.
Friday, January 16, 2015
First Play Test Of The New Turn Sequence
by
SandWyrm
Yeah, I went a little overboard on the terrain... :) |
Sunday, January 11, 2015
Infantry Weapons & Their Effects (1943)
by
SandWyrm
Thursday, January 8, 2015
Turn Chapter Introduction
by
SandWyrm
Fairly straightforward introduction to the now-complete chapter. There's another chapter before this one called 'Beginning a Game', which will go into specifics on basic setup, picking the attacker, placement of obstacles, etc. So I don't need to go into any of that here.
Labels:
M42,
Rules,
Sandwyrm,
Turn Sequence,
WarStrike
Wednesday, January 7, 2015
Tuesday, January 6, 2015
Melee Section Is Done: Part 2
by
SandWyrm
You've seen most of this one before, although the layout has changed thanks to the building rules being yanked out into their own section. Some of the terminology in the rules did change to reflect the Melee Groups -> Melee Sets switch.
Monday, January 5, 2015
Melee Section Is Done: Part 1
by
SandWyrm
Happy New Year!
As of now the Melee Section is Complete. I've yanked out all off the Building (and most of the obstacle) rules from the Shooting and Melee sections and gathered them into their own "Advanced Rules" section for now. I've also done all of the reformatting that action subsequently required to the Movement and Melee sections, and am still working on the reformatting of the Shooting Section. plus a few tweaks here and there.
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