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Post by DAMON on May 21, 2014 14:43:35 GMT
Hi guys, i have a challenge for all you would be games designers. Create a game that would have a running time of up to 60 mins, the rules must be unique and it must use models which are available in store, the deadline is friday 25th July.
Good Luck.
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Post by riot on May 21, 2014 19:14:23 GMT
ok got a concept. We chain Lano to a transvestite (preferably a fat one) and give him a 3 minute head start. The rest of us are armed with whatever we can scavange form the local bins (I'm hoping to find some week old kebab meat, I bet that will cut!) and hunt him down. Only one rule: No hitting the tranvestite. I think it would look something like this
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Post by macca on May 21, 2014 19:25:33 GMT
Count me in! Can we dress Lano as a gimp?
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Post by riot on May 21, 2014 19:41:30 GMT
but the gimps sleeping
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Post by cubantrog on May 23, 2014 7:53:17 GMT
So Lano wears his normal clothes right??
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Post by macca on May 23, 2014 12:42:06 GMT
I once did a mini RPG around highlander I might do aomething around that.
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Post by riot on Jun 7, 2014 20:25:58 GMT
ok got an idea.
25 july Death cup 3000!
Small squad all in death match.
7 point matches (we all play at once)
Points values are
Commander 3 points Sniper 1 point Grenadier 2 pts Breaker 1 pt Grunt 1 pt Medic 2 points
Sniper = deadly at long range, kack at close combat Grunt = jack of all trades, master of none. Breaker = close combat specialist Grenadier = can lob grenades over walls etc, AOE weapon. Medic = can treat 3 wounds (t.b.c.) but ONLY one per team Commander = bit more skilled then grunt, can give one of the following orders per turn; GO GO GO = team move additional distance SUPPRESIVE FIRE = team can make 1 snap fire attack in opponent(s) turns FIX BAYONETS = team roll 1 additional close combat die FIRE & MANOEVOUR = team ignore each other for LOS (not for grenade attacks or snap fire)
Rules *You pick a team up to the points value of 7 points. *ALL figures must be painted to at least a basic coat level (no all black ninjas). *Your team only gets 20 rounds of ammunition and it must be allocated before the match begins *Your team gets individual prize money for every kill BUT that prize money goes to your opponent if he kills your player. *Team with the most money at end of games wins.
Your welcome to use Warmachine Gun mages, space marines, necrons, ogryns, reaper IMEF figures, infinity figures. Let your imagination go nuts. BUT in keeping with Damons remit all new miniatures must be purchased from the Mini empire.
For example I am going to use my 40k orks, the Reaper IMEF marines I bought recently or maybe even my Skorne forces, BUT if I want any new minis I will buy them from the Mini empire.
All you need to provide is your PAINTED team and possibly 6 dice. If you want to bring your own snap fire tokens that will be cool to.
Anyone up for this?
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Post by winstonsmith on Jun 8, 2014 19:56:30 GMT
I'm up for that! Anything that only requires me to paint around five models sounds good to me.
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Post by riot on Jun 8, 2014 21:54:43 GMT
you have got to figure you have half a chance with painting 5 figures in 7 weeks.
I will probably field Commander 3 pts Sniper 1 pt Medic 2 pts Grunt 1 pt
Thats 4 figures!
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Post by riot on Jun 8, 2014 21:57:08 GMT
BASIC RULES
Die rolls
Commander = Hits / Saves on 4+ Grunts medics = Hits / saves on 5+ Breaker = Melee Hit / saves on 4+. Shooting only rolls one die hits on 6 Sniper = Longer range, Shooting hits / saves on 4+. Melee hits / saves on a 6 Grenadier = rolls 1 die for each figure in AOE, hits on 5+. Target saves on 5+ if in grenadiers LOS, 4+ if out of LOS.
SHOOTING
Roll 2 die for normal shooting attack Roll 3 die for sustained shooting attack (i.e shooting at the same target again). Roll 4 die for Automatic fire attack (represents opening up on target in fully automatic mode) but requires 2 actions.
Shooting attacks hit on 5+ Sniper / commander hits on 4+
Need LOS to shoot target (exception are grenades which can be lobed over walls, round corners, through windows etc).
If target behind low cover they get to roll an additional saving die.
Sniper gets to add an additional shooting die if does not move to move that turn (represents them taking extra time to aim).
Target always gets to roll number of die relevant to its armour value. i.e. Grunt hit only once rolls 2 Av dice. If they are behind a low wall they roll 3 dice.
Armour saves made on 5+ (4+ for commanders and breakers in melee).
CLOSE COMBAT
Commander / Breaker hits / saves on 4+ Sniper 6 Grunt / medic 5+ Both combatants roll 6 die. Hits scored = difference in hits between combatants. i.e. Player A rolls 3 hits, Player B rolls 1 hit. Result = Player A inflicts 2 hits.
Armour saves Loser rolls 2 Av die regardless of how many hits inflicted.
Player can hold back die for next round of close combat or make a free strike if opponent leaves combat. This must be declared before combat rolls.
ACTION POINTS
Each figure gets 2 AP’s Move = 1AP Shoot = 1 AP. To shoot in fully automatic mode = 2AP Dress wound (medic only) = 1AP Throw Grenade (grenadier only) = 1AP
I want to keep it as quick and simple as possible. Any suggestions are welcome
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Post by riot on Jun 9, 2014 18:47:22 GMT
popped in to do some play testing after work........
MAN inventing a new game is HARD WORK, me and Lano played for nearly 2 hours and pretty much got nowhere (bit like one of my staff meetings at work.
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Post by riot on Jun 10, 2014 18:49:26 GMT
OK here is the FIRST (of probably hundreds of revisions).
Your team will now consist of 5 members
Commander 3 grunts Breaker OR Grenadier Medic OR Sniper
Everyone is welcome to use miniatures you already have painted up.
Time traveling WW2 japanese, Bolt action Paras, Ultra marines, Warhammer Fantasy Ogres, Cygnar long gunners, anyone is welcome. Keeping with Damons remit any NEW miniatures need to be from the lines available at the Miniature Empire.
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Post by winstonsmith on Jun 10, 2014 20:07:40 GMT
Sounding good. May I ask how far a model moves? How far can you shoot or throw a grenade?
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Post by riot on Jun 10, 2014 20:16:08 GMT
It's all up in the air at the moment. but during play testing we found it was too easy for players to rush the centre of the field and then camp, using both AP's in the next turn to open up with fully automatic fire to blow away anyone else in the game.
The CURRENT revision is to have players move 4", and only to be able to move once per turn. We have revised the Commanders order of Go, Go, Go to mean the team can move twice in the turn, but your commander can only give each order once per game.
Shooting is 12", Sniper rifle 18", Grenades 12" but they can be thrown over walls, through wnidows, round corners etc (if you are base to base with the terrain).
Each team member has 3 wounds.
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Post by winstonsmith on Jun 10, 2014 20:42:59 GMT
Cheers Riot, just a suggestion but maybe a grenade should be a shorter distance than shooting (though comes with the advantages you mention)
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