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07-09-2014, 04:58 PM | #51 |
Illegal go-cart racer
Join Date: Mar 2013
Location: Cobra's prison of happiness.
Posts: 1,290
|
Personally? No, I don't care for those.
Other people would love those. |
07-09-2014, 05:09 PM | #52 |
Cobra Viper
Join Date: Jan 2013
Location: Texas
Posts: 101
|
Quote:
Well with as active as this thread has been, I felt inspired to finish the Kre-O based wargame that I have been working on. While it is not truly finished, I did finish off the basic rules, so that people could peruse them and give some feedback. None of this has actually been playtested, yet.
The character cards are mostly incomplete and need some changes and point values. No vehicle cards have been made, yet. But as I said, this is a start so I could get some feedback from those interested. If you are used to miniatures games you will see a lot of influences from other games. I tried not to make things too simple or too complex. Game Rules Character Cards Awesome! -d
__________________
- purveyor of bite-size short stories: http://herebewonder.com/ - painter of customized LEGO Microfigs (Transformers, G.I. Joe, & More): http://herebewonder.deviantart.com/ |
07-10-2014, 03:31 PM | #53 |
Crimson Guard
Join Date: Jun 2010
Location: Northern Virginia
Posts: 1,586
|
Ok, here goes.
My game has developed over time but here is a very simple original version. I currently play something a little more involved with a GM and stuff, but to get started very basically my game goes something like this: There are a series of rounds. Each turn a trooper can either more or fire (or perform other actions) in the round. The round consists of a few phases and every trooper carrying out the same action in a round does so at the same time. First there is a move phase, then a hand to hand combat phase, then a fire phase, and finally an Other Actions phase. Troops can only perform one action per round. So you can't move and then fire. The exception to this is when Move leads to hand to hand combat. Move Phase: Start with the move phase - in this phase - every trooper that wants to move instead of firing does so - this happens all at the same time. Most troops move 10 inches, but those carrying heavy weapons move 8. Moving across water, or in or out of a trench or anything else that would realistically slow you down, will deduct your move rate. You can certainly have "scouts" or other specialists who move farther than the regular troopers. And in a G.I.Joe vs Cobra game, where a small team of Elite Joes are fighting a larger group of Cobras it would make sense for Joes and perhaps Cobra specialists to move a little farther too. Say 12 inches. Hand to Hand Combat Phase: If a trooper moves into an enemy trooper, hand to hand combat commences. This is pretty quick and simple. Each trooper rolls a D6, and whoever rolls highest kills the enemy. Obviously you can mod this so that certain characters have plus modfiers. A regular Joe could have a +1, maybe a ninja could fight at +3? So if Snake Eyes ran into Hand to Hand Combat with a Blueshirt, he'd add 3 to his roll. Note that if SE rolls low and the Blueshirt rolls high, SE could still be taken out by the Blueshirt. No one is invulnerable. If both rolls end up being the same, the combatants are locked in combat and must resolve their combat the following round. Firing Phase: When everyone has moved, it is time for the firing phase. For a basic game let's say we're using just rifles, sniper rifles, and MGs. Of course more weapons can be added. There are five ranges - Short, Medium, Long, Very Long, and eXtra Long. S 1-10 inches M 11-20 inches L 21-30 inches VL - 31-50 inches XL 51 inches plus (can reach across entire board) Rifles have a max range of long, MGs reach out to very long, and snipers reach out to extra long. Rifle fire at S 4/M 3/L 2/VL -/XL - (Rifles and most other weapons fire once per fire phase/turn) MGs fire at S 4/M 3/L 3/VL 2/XL - (MGs fire twice per fire phase/turn) Sniper rifles fire at S 2/M 3/L 4/VL 4/XL 3 (Snipers fire every other phase/turn) To hit a target, the firer must be in range, and then roll equal to or less than the target number, based on the range. So a rifleman firing at a target 17 inches away (Medium range) would have to roll 3 or less on a D6. MGs and Sniper rifles can be enhanced by adding a supporter/spotter. To do this, you simply take an additional soldier, (typically a rifleman) and have him accompany the sniper or gunner. This supporting trooper doesn't get to fire his weapon, but his presence gives a plus 1 modifyer to the sniper rifle or MG. So a MG gunner firing at an enemy 24 inches away (Long range) gets to hit the enemy on a 3 or less, and he gets to fire twice. But if he has a supporting trooper with him, he will hit on a 4 or less. For a Joe v Cobra game, you could also give the Joes and Cobra specialists +1 when firing. So someone like Low Light might fire his sniper rifle at S 3/M 4/L 5/VL 5/ XL 4. Clearly, Low Light is going to hit most of the targets he shoots at, especially if you keep him at his optimum range which is Long to Very Long (20-50 inches) from the enemy. Other Actions Phase: After the fire phase carry out any other special actions, like say Medics could try to heal troopers, etc. After the round is over, start afresh - rinse and repeat! Troop types: In addition to Snipers and MG gunners other specialists can include other heavy weapons troopers of your choosing, Squad Leaders (who presence gives move and other bonuses to troopers close to them) and Medics. In my game, there are no wounding rules or hit points, all troopers on the board are either dead or alive. That saves me from keeping track of each trooper on a separate piece of paper. Medics are specialists who can revive "dead" troopers on a 1-2 roll of a D 6. Also, if you want to give certain troops body armor, you can do that by giving them a "save roll" when they get hit, so that on a 1-3 (depending on the range and the type of armor) they can disregard the hit. This save roll could also apply to anyone who is considered to be super tough and be able to withstand a shot or two and keep going. Wearing body armor or course should slow down you move score a little. A heavily armored Alley Viper would probably not move as fast as a light infantry type Blueshirt. If you want to make Joes or other certain troops extra tough, you could give them two actions per turn. This could be used to say move and fire, or maybe even fire twice. But probably not move twice -that's a little excessive. There is more but this is the very basics. Last edited by Stormgard; 07-10-2014 at 04:32 PM.. |
07-10-2014, 03:48 PM | #54 |
Crimson lady of the Guard
Join Date: Sep 2008
Location: Somewhere out there
Posts: 13,754
|
Quote:
Ok, here goes.
My game has developed over time but here is a very simple original version. I currently play something a little more involved with a GM and stuff, but to get started very basically my game goes something like this: There are a series of rounds. Each turn a trooper can either more or fire (or perform other actions) in the round. The round consists of a few phases and every trooper carrying out the same action in a round does so at the same time. First there is a move phase, then a hand to hand combat phase, then a fire phase, and finally an Other Actions phase. Troops can only perform one action per round. So you can't move and then fire. The exception to this is when Move leads to hand to hand combat. Move Phase: Start with the move phase - in this phase - every trooper that wants to move instead of firing does so - this happens all at the same time. Most troops move 10 inches, but those carrying heavy weapons move 8. Moving across water, or in or out of a trench or anything else that would realistically slow you down, will deduct your move rate. You can certainly have "scouts" or other specialists who move farther than the regular troopers. And in a G.I.Joe vs Cobra game, where a small team of Elite Joes are fighting a larger group of Cobras it would make sense for Joes and perhaps Cobra specialists to move a little farther too. Say 12 inches. Hand to Hand Combat Phase: If a trooper moves into an enemy trooper, hand to hand combat commences. This is pretty quick and simple. Each trooper rolls a D6, and whoever rolls highest kills the enemy. Obviously you can mod this so that certain characters have plus modfiers. A regular Joe could have a +1, maybe a ninja could fight at +3? So if Snake Eyes ran into Hand to Hand Combat with a Blueshirt, he'd add 3 to his roll. Note that if SE rolls low and the Blueshirt rolls high, SE could still be taken out by the Blueshirt. No one is invulnerable. If both rolls end up being the same, the combatants are locked in combat and must resolve their combat the following round. Firing Phase: When everyone has moved, it is time for the firing phase. For a basic game let's say we're using just rifles, sniper rifles, and MGs. Of course more weapons can be added. There are five ranges - Short, Medium, Long, Very Long, and eXtra Long. S 1-10 inches M 11-20 inches L 21-30 inches VL - 31-50 inches XL 51 inches plus (can reach across entire board) Rifles have a max range of long, MGs reach out to very long, and snipers reach out to extra long. Rifle fire at S 4/M 3/L 2/VL -/XL - (Rifles and most other weapons fire once per fire phase/turn) MGs fire at S 4/M 3/L 3/VL 2/XL - (MGs fire twice per fire phase/turn) Sniper rifles fire at S 2/M 1/L 4/VL 4/XL 3 (Snipers fire every other phase/turn) To hit a target, the firer must be in range and then roll equal to or less than the to hit score basedon the range. So a rifleman firing at a target 17 inches away (Medium range) would have to roll 2 or less on a D6. MGs and Sniper rifles can be enhanced by adding a supporter/spotter. To do this, you simply take an additional soldier, (typically a rifleman) and have him accompany the sniper or gunner. This supporting trooper doesn't get to fire his weapon, but his presence gives a plus1 modifyer to the sniper rifle or MG. So a MG gunner firing at an enemy 24 inches away (Long range) gets to hit the enemy on a 2 or less, and he gets to fire twice. But if he has a supporting trooper with him, he will hit on a 3 or less. For a Joe v Cobra game, you could also give the Joes and Cobra specialists +1 when firing. So someone like Low Light might fire his sniper rifle at S 3/M 4/L 5/VL 5/ XL 4. Clearly Low Light is going to hit most of the people he shoots at, especially if you keep him at his optimum range which is Long to Very Long (20-50 inches). Other Actions Phase: After the fire phase carry out any other special actions, like say Medics could try to heal troopers, etc. After the round is over, start afresh - rinse and repeat! Troop types: In addition to Snipers and MG gunners other specialists can include other heavy weapons troopers of your choosing, Squad Leaders (who presence gives move and other bonuses to troopers close to them) and Medics. In my game, there are no wounding rules or hit points, all troopers on the board are either dead or alive. That saves me from keeping track of each trooper on a separate piece of paper. Medics are specialists who can revive "dead" troopers on a 1-2 roll of a D 6. If you want to make Joes or other certain troops extra tough, you could give them two actions per turn. This could be used to say move and fire, or maybe even fire twice. But probably not move twice -that's a little excessive. There is more but this is the very basics.
__________________
My feedback Thread http://www.hisstank.com/forum/g-i-jo...tml#post642922 (PLEASE READ MY WANTS LIST, any help finding these items would be wonderful) My wants list http://www.hisstank.com/forum/showthread.php?t=36991 |
07-10-2014, 04:35 PM | #55 |
Crimson Guard
Join Date: Jun 2010
Location: Northern Virginia
Posts: 1,586
|
You're welcome I just reread my original most and edited it a little for a few typos, incorrect stats, and I added a paragraph on body armor.
If you're gaming and setting up teams, you can always give certain value or costs to each unit. I usually make my regular riflemen worth one point, and specialists worth two. Joes and other Elite troopers could be worth three or possibly even more. It can take some time to balance a game. Obviously adding vehicles can be done as well alongside Antitank weapons for the guys on foot. |
07-10-2014, 05:59 PM | #56 |
..............
Join Date: Sep 2007
Location: ........
Posts: 4,467
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07-10-2014, 06:11 PM | #57 |
Crimson lady of the Guard
Join Date: Sep 2008
Location: Somewhere out there
Posts: 13,754
|
Quote:
You're welcome I just reread my original most and edited it a little for a few typos, incorrect stats, and I added a paragraph on body armor.
If you're gaming and setting up teams, you can always give certain value or costs to each unit. I usually make my regular riflemen worth one point, and specialists worth two. Joes and other Elite troopers could be worth three or possibly even more. It can take some time to balance a game. Obviously adding vehicles can be done as well alongside Antitank weapons for the guys on foot.
__________________
My feedback Thread http://www.hisstank.com/forum/g-i-jo...tml#post642922 (PLEASE READ MY WANTS LIST, any help finding these items would be wonderful) My wants list http://www.hisstank.com/forum/showthread.php?t=36991 |
07-10-2014, 06:12 PM | #58 |
Crimson lady of the Guard
Join Date: Sep 2008
Location: Somewhere out there
Posts: 13,754
|
Quote:
__________________
My feedback Thread http://www.hisstank.com/forum/g-i-jo...tml#post642922 (PLEASE READ MY WANTS LIST, any help finding these items would be wonderful) My wants list http://www.hisstank.com/forum/showthread.php?t=36991 |
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