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07-04-2014, 08:06 AM | #21 |
Lookin' For A Path
Join Date: Aug 2008
Location: Dagobah, with Yoda
Posts: 233
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This would be a great idea. I always thought it would be fun to come up with individual character stats for gameplay. Might be kind of difficult as well, as some characters such as basic Cobra troops and Greenshirts would have similarities, in fighting ability or marksmanship/agility. This is where the individual characters could have unique strengths that would make them stand out. I always liked the board game as well, my brother and I had it when it first was available.
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07-04-2014, 09:26 AM | #22 |
Crimson lady of the Guard
Join Date: Sep 2008
Location: Somewhere out there
Posts: 13,754
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Quote:
This would be a great idea. I always thought it would be fun to come up with individual character stats for gameplay. Might be kind of difficult as well, as some characters such as basic Cobra troops and Greenshirts would have similarities, in fighting ability or marksmanship/agility. This is where the individual characters could have unique strengths that would make them stand out. I always liked the board game as well, my brother and I had it when it first was available.
As for individual characters, I can see Duke being a high commanding officer that would lend his ability to inspire to the basic troops. All of this is just thoughts right now. I am going to need to figure out the basic rules first.
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07-04-2014, 12:54 PM | #23 |
I LIVE!
Join Date: Oct 2003
Location: Altus, OK
Posts: 6,087
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Hasbro did do something similar with Star Wars in 2012, the Galactic Battle Game.
Though, Hasbro really didn't do much to promote it, and I'm not sure it had any significant impact upon the sales of the figures (and it was only packed in with Saga Legends and Clone WArs)
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07-04-2014, 12:57 PM | #24 |
Crimson lady of the Guard
Join Date: Sep 2008
Location: Somewhere out there
Posts: 13,754
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Quote:
Hasbro did do something similar with Star Wars in 2012, the Galactic Battle Game.
Though, Hasbro really didn't do much to promote it, and I'm not sure it had any significant impact upon the sales of the figures (and it was only packed in with Saga Legends and Clone WArs)
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07-04-2014, 01:17 PM | #25 |
Iron Grenadier
Join Date: May 2014
Location: Las Vegas
Posts: 876
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I actually started putting together a rule set for a game because of the Marauder Task Force, since they were called "gaming figures" without a game. Although I am a warhammer 40k fan, I have always hated dice based games (I have shit luck, you see) so I am working out a combat system using a deck of cards that plays somewhere between poker and blackjack. I just though that using cards not only felt more fitting to the military theme, but allowed for a bit more strategy than blind luck. There is still luck in what you draw, but having a hand of cards to use to influence numbers adds some skill as well. This is inspired by the game Malifaux (which I highly recommend for any tabletop gamers that like western/steampunk/Victorian horror.) I also started thinking about stats and special skills, i.e. having a character with the "command" skill allows for a +1 hand size for the game or the "ninja" skill allows you to draw an extra card, discard the lower one,for hand to hand combat. I had kinda lost interest in the project recently, but I may try to get something together if people here are interested.
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07-05-2014, 06:45 AM | #26 |
Crimson lady of the Guard
Join Date: Sep 2008
Location: Somewhere out there
Posts: 13,754
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Quote:
I actually started putting together a rule set for a game because of the Marauder Task Force, since they were called "gaming figures" without a game. Although I am a warhammer 40k fan, I have always hated dice based games (I have shit luck, you see) so I am working out a combat system using a deck of cards that plays somewhere between poker and blackjack. I just though that using cards not only felt more fitting to the military theme, but allowed for a bit more strategy than blind luck. There is still luck in what you draw, but having a hand of cards to use to influence numbers adds some skill as well. This is inspired by the game Malifaux (which I highly recommend for any tabletop gamers that like western/steampunk/Victorian horror.) I also started thinking about stats and special skills, i.e. having a character with the "command" skill allows for a +1 hand size for the game or the "ninja" skill allows you to draw an extra card, discard the lower one,for hand to hand combat. I had kinda lost interest in the project recently, but I may try to get something together if people here are interested.
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07-05-2014, 04:16 PM | #27 |
Crimson Guard
Join Date: Nov 2008
Location: New York
Posts: 1,393
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As much as it would put me in the poor house, I'd be into this. I loved the Star Wars miniatures game and could imagine that a Joe version just like it would be awesome.
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07-07-2014, 10:36 AM | #28 |
Covert Ops
Join Date: Jul 2008
Location: Long Island, NY
Posts: 183
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When my neighbor and I played (way back when) we adopted a rather simple and fair dice system to determine hit/miss and severity of damage using d20's. It was round-based combat and attacker and defender each rolled a d20 higher roll winning (determining hit/miss). If the difference was <10 the wounded could continue, if <10 the wounded was ko'd. If the attacker rolled a 20, the defender was killed if they didn't counter with a matching 20. This system eliminated any disagreement about who hit who and what not. We also robbed all of the board games for money and had to purchase ammo supply and parts from the Crimson Twins after a battle.
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07-07-2014, 10:39 AM | #29 |
Covert Ops
Join Date: Jul 2008
Location: Long Island, NY
Posts: 183
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The second version of play came after we were more involved in RPGs. There was a Star Wars RPG in the 90's that used a 4d6 combat system. My friend and I created a RPG version for G.I. Joe and another for Transformers along those lines where each character and vehicle had individual specs and records. I might still have a copy of them saved somewhere.
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07-07-2014, 12:35 PM | #30 |
Crimson lady of the Guard
Join Date: Sep 2008
Location: Somewhere out there
Posts: 13,754
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Quote:
The second version of play came after we were more involved in RPGs. There was a Star Wars RPG in the 90's that used a 4d6 combat system. My friend and I created a RPG version for G.I. Joe and another for Transformers along those lines where each character and vehicle had individual specs and records. I might still have a copy of them saved somewhere.
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