Good progress today, re-arranged the turn order so that there is an Asset phase at the end of the turn rather than rolling to determine what kind of turn takes place – this will keep the flow going and mean players can better manage their assets.
I also implemented a way to favor the assets you want to use, as well as a friction element, having to roll each turn for the asset you want to use until you succeed.
The Asset rules are shaping up as follows:
This way players can focus their attention on getting one asset off, discarding assets they don’t want / need. They will still be limited by the available options though.
I have quite a bit of work to do before I can get this to playtesting now, but I think it will be worth it – taking it from a quite static game into something much more fluid and with lots of give and take.
My MO for these next few weeks is to write a small core of simple-as-possible rules in order to playtest these basic mechanics. All the more advanced rules I’ve already written will be kept aside until the core is running nicely. Things like the weapons tables will stay the same, and its likely things like helicopters and vehicles won’t change. I’ll mostly be focusing on getting the platoons and infantry working right – which is the core of the game anyhow.
Plenty of work ahead, but well worth it to shape this game into something quicker and more fun – as fun should be at the forefront. If something aint fun, keep changing it until it is.
Tom Jensen - http://ostfrontpublishing.com/