Der Panzinator
06-09-2005, 11:31 AM
Here are some basic game previews that are from the chat log with Richard Baker. I reorganized them into a few paragraphs for simplicity.
Game mechanics:
Turn sequence is pretty simple: I move, you move, then I assault (either move again or shoot), then you assault, then casualties are cleared. Resolution mechanic for attacks isn't like anything I've seen.
Your attack is rated by range category. Some units can shoot farther. So you might have 10/8/6 dice for short, med, long range.
Roll the appropriate dice, you score a hit on a 4, 5, or 6. So you'll rack up some number of hits, then compare them to target defense.
Some things modify the attack roll.
We decided to use the range-varying attack, because armor penetration vs. tanks is hugely dependent on range. There was a bit of real-world consideration that needed to be reflected in a game that's about tanks fighting tanks at its heart.
Map:
A 4-panel map with big, 2-inch hexes. You can configure the map in a variety of ways. Short range is 1 hex, medium 2-4, long 5-8.
Game components:
The Starter Set is basically not randomized--you get a certain amount of German, British, and US pieces--but there is one rare in the starter.
The first set is 48 pieces, so you should have an easier time completing the Base Set than you would a Magic set.
We have broad guidelines for army-building that would let you put Germans, Italians, Japanese, and Rumanians in the same army...
But we also give you some "historical" guidelines to adhere to, if you prefer, in which case you wouldn't be able to include Japanese in that army.
No individual people yet like Rommel or Patton, but we have more generic commanders, like "SS Captain" and "Red Devil Captain." Or the Russian Komissar, who can shoot his own guys to motivate the rest.
Cards:
Each mini has a stat card, sort of like the D&D miniatures do.
Game mechanics:
Turn sequence is pretty simple: I move, you move, then I assault (either move again or shoot), then you assault, then casualties are cleared. Resolution mechanic for attacks isn't like anything I've seen.
Your attack is rated by range category. Some units can shoot farther. So you might have 10/8/6 dice for short, med, long range.
Roll the appropriate dice, you score a hit on a 4, 5, or 6. So you'll rack up some number of hits, then compare them to target defense.
Some things modify the attack roll.
We decided to use the range-varying attack, because armor penetration vs. tanks is hugely dependent on range. There was a bit of real-world consideration that needed to be reflected in a game that's about tanks fighting tanks at its heart.
Map:
A 4-panel map with big, 2-inch hexes. You can configure the map in a variety of ways. Short range is 1 hex, medium 2-4, long 5-8.
Game components:
The Starter Set is basically not randomized--you get a certain amount of German, British, and US pieces--but there is one rare in the starter.
The first set is 48 pieces, so you should have an easier time completing the Base Set than you would a Magic set.
We have broad guidelines for army-building that would let you put Germans, Italians, Japanese, and Rumanians in the same army...
But we also give you some "historical" guidelines to adhere to, if you prefer, in which case you wouldn't be able to include Japanese in that army.
No individual people yet like Rommel or Patton, but we have more generic commanders, like "SS Captain" and "Red Devil Captain." Or the Russian Komissar, who can shoot his own guys to motivate the rest.
Cards:
Each mini has a stat card, sort of like the D&D miniatures do.