Forum Replies Created
Official answer from Ivan, he can’t get to answer you directly.
1: Yes (unless you decide otherwise. Very high tech targeting and comms could make it easier)
2: See above. I probably wouldn’t.
3: Since a turn is fairly short, a mortar attack is a few individual shells fired so they are likely to bother a unit, but unlikely to break it on their own.
Mortars are best used to fire on units that are already damaged or which are about to be assaulted (so the combined damage knocks them out).
Ruleswise I’d suggest to have a look also at Squad Hammer Core by Nordic Weasel.
It’s extremely simple and versatile. You can have single based figures, multiple figures, single that act as a squad, literally whatever you like.
It’s PWYW on wargame vault so, no harm in trying it for free.
It’s Pay What You Want, so you can download it for free and eventually pay later if you feel like it.
I posted your query to Ivan and he says:
“Unity Field Agent fits 100% actually. Points driven, has some linking mechanics and is pretty tense in play”
Renegade Scout is a retro clone of Rogue Trader so definitely not modern Kill Team, but I’m guessing it would be the easiest to adapt.
Unity Field Agent has a very fleshed out setting and the Unity “faction” itself is modeled heavily on the Imperium of Man, so maybe the setting is something that is going to help a lot. Furthermore I believe campaigns and scenario creation should be extensively covered.
That said, I must admit that I’m not really knowledgeable about any of those 2 titles, despite having them since long time. My personal preference, for everything actually would go to Squad Hammer Core.
SHC is without any doubt the most flexible framework there is and you can adapt anything you have in mind to it. It requires more work because there is nothing pre-built but, as a set of rules in themselves, I consider it the best game ever written (and there’s really little that can happen to make me change my idea in the future).
It keeps surprising people around the world how simple fast and still very tactical it can be.
For Squad Hammer, you should refer to Squad Hammer Core People’s Edition, it’s being constantly updated and it’s the one title to track.22/07/2020 at 22:01 in reply to: Anyone know a really simple sci-fi skirmish war game? (Ideally with vehicles) #140881
Since Nordic Weasel Games has been thrown around a lot, well, absolutely nothing in their roster can beat Squad Hammer Core People’s Edition in simplicity. It’s fun, blazingly fast, simple as a kid could have come up with (albeit a really smart and experienced one).
It’s also “pay what you want”.
I’ve been scratch building 3mm houses specifically for kaiju apocalypse games.
I’ll be using Squad Hammer Core by Nordic Weasel as the starting point for my game’s rules, and I have 3mm tanks, artillery and planes as well as a variety of mechs/battlesuits in several scales that look perfect as 3mm mechs.
Come 2145, when rules and houses and minis will be finished, I’ll post something here.
A long time ago I bought some ABS sheets to build me a 3mm city, but I never got around doing it, as I lack any kind of desing skills.
Eventually it’s fun project and I wil get to it, but if I could buy directly from you I’d be immensely happy. I already have a nice bunch of 6mm stuff of yours and they were all a charming build experience.
Anyway, my 3mm setting is all kaiju apocalypse in modern times or near future. Lots of big (but tiny!) city buildings and skyscrapers is how I envision the tables.01/05/2019 at 11:31 in reply to: The Maul – Scifi Mecha Sports – Free Horizon Wars Supplement #113772
This is interesting.
Several months ago I built a webpage to create random mechs for Horizon Wars, I posted it on the forums but they look abandoned : (
I took this opportunity to update the page by adding the creation of a random Maul team, and it highlighted a question.
Can a mech have more than one Maul upgrade? (I assumed it’s like the other upgrades: a max of upgrades as the mech’s P)
The page can be reached here:
Expanding on the idea of Tim Snoddy.
For each unit that activates I would rank the orders from most likely to least likey.
Than it’s only to find a way to decide which order is followed. Ideally a system with a bell distribution of probabiity would be perfect, on top of my head Fudge dice come to mind but some fiddling would be necessary: I’d reroll a result of 0 and use 1/-1 to choose the first (most likely) order, 2/-2 the second likely and so on.
Ranking the orders should be pretty fast, only 3 are to be decided (the last one is obviously last 😛 ), and if it’s Squad Hammer Core that you’re playing that has an additional order…well, it’s the “Carry Out” order and it already is for special occasions that would make it the only choice.
You’re right that the defend token is not removed at the end of the turn! (It’s my fault two times to check these things art work because I’m doing a terrible job at both!)
Anyway, now that we cleared that, I can answer your original qiestion: Yes I do believe that the move in the Defend Order is only in the turn the order is given. And about your last message: player B should put the token anyway, because the defending status is active until the unit moves again.
Regroup order doesn’t allow movement.
This time I shouldn’t have messed up……hopefully.
- I guess Ivan wanted to keep it the simplest possible. You can apply the modifier after the damage if you feel it is important.
- I get your question now. The token for Defend is placed because it influences the attack of an “enemy” unit. [s]It is cleared after the turn ends.[/s]
Here’s Turin, where are you from?
- Close Combat has its own table of modifiers (page 14).
- When you assign an order to a unit, the relative actions are taken during the current turn. (I’m not sure if I got your question)
And, are you another Italian fan of Nordic Weasel? : )
I second the sentiment about those pipe cleaners.