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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.

Der Panzinator
06-16-2005, 09:07 PM
A lot of people have had some questions about game mechanics that were addressed during the chat session from last week.
Just thought I would bump this up so everyone could take a look. All this stuff is condensed straight out of the chat logs. :cool:

JasonR1
06-17-2005, 05:31 AM
I am glad that they have included commanders and leaders, like "SS Captain" and "Red Devil Captain." Or the Russian Komissar, who can help motivate etc...

It is always a nice touch to have leadership in a game and at this level, you can see the impact of a good squad-leader or sgt almost right away.

-Jason

SeattleGamer
06-17-2005, 12:49 PM
Hey Panzer . . . you should update your synopsis above with the newer info on maps. It's not a 4-panel map.

It's 4 hex maps 8 ½” by 14” in size, double-sided and plastic-coated so players can mark them up with erasable markers if they wish. Terrain and building features will be printed on the maps, which make them somewhat akin to those used by the venerable Squad Leader and Advanced Squad Leader line of games. Another similarity to those old maps is that players can arrange them in geomorphic fashion.

vogless
06-17-2005, 01:34 PM
Also, it was said somewhere that the maps will have a plastic coating (Laminated) to allow for dry erase markers. VERY COOL idea.

SeattleGamer
06-17-2005, 04:24 PM
The write-up that went with the Scrye magazine tank/infantry photo said that the maps were blank hexes on one side, and printed with terrain on the other side. That's very cool, allows us to design our own scenarios!

Whoever thought of that idea (laminating the maps and having them blank hexes on one side) . . . buy that person/team a beverage of their choice on me!