Tactical Command
http://www.tacticalwargames.net/taccmd/

Laserstorm Rules
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=45&t=30297
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Author:  Markconz [ Mon Sep 21, 2015 10:42 pm ]
Post subject:  Laserstorm Rules

New ruleset available, no idea what it is like:
http://www.wargamevault.com/product/157 ... src=newest

I like the design brief though:
Quote:
It always helps to outline the goals and objectives of a system up front.
For LaserStorm, the following were the goals that were set:
* Game play that is simple, without too many fringe cases.
* Play quickly, even with a lot of troops on the table.
* Allow very large amounts of diverse figures on the table at the same time
* Core mechanics can be condensed to a few pages
* No markers, counters, templates or other indicators needed
* No record keeping needed other than your army lists.
* “Blasters and jet packs” scifi, rather than hard military realism.



Some details:
http://theminiaturespage.com/boards/msg.mv?id=398043
http://theminiaturespage.com/boards/msg.mv?id=391252

Cover has Dark Realm and Microworld tanks fighting it out:
Image

Author:  primarch [ Mon Sep 21, 2015 11:20 pm ]
Post subject:  Re: Laserstorm Rules

Hi!

Very interesting, you plan on picking it up?

Give us a review if you do. :)

Primarch

Author:  Markconz [ Mon Sep 21, 2015 11:22 pm ]
Post subject:  Re: Laserstorm Rules

Yes might pick it up, hoping some other Tac-comers might have review it too! :)

Author:  primarch [ Tue Sep 22, 2015 12:20 am ]
Post subject:  Re: Laserstorm Rules

Markconz wrote:
Yes might pick it up, hoping some other Tac-comers might have review it too! :)


Hi!

I'm a sucker for new rulesets, so I may breakdown and get it before the week is done. ;)

Primarch

Author:  primarch [ Tue Sep 22, 2015 12:35 am ]
Post subject:  Re: Laserstorm Rules

Hi!

In a more interested note, for those whom don't know, the author of these rules is one of the founding members of net epic.

Even I didn't realize it until I saw the name. ;)

Primarch

Author:  Markconz [ Tue Sep 22, 2015 12:41 am ]
Post subject:  Re: Laserstorm Rules

That at least is a worthy recommendation in my eyes, have purchased and having a read...

Author:  primarch [ Tue Sep 22, 2015 1:45 am ]
Post subject:  Re: Laserstorm Rules

Markconz wrote:
That at least is a worthy recommendation in my eyes, have purchased and having a read...


Hi!

Cool!

I will follow suit. We epic people have to support each other. ;)

Primarch

Author:  primarch [ Tue Sep 22, 2015 1:47 am ]
Post subject:  Re: Laserstorm Rules

Hi!

Purchased!

Primarch

Author:  Calico_Bill [ Tue Sep 22, 2015 10:02 am ]
Post subject:  Re: Laserstorm Rules

I bought it and am on page 40 of the rules. While EA is my favourite game, LS does seem to have hit onto some very nice ideas. Mechanics seem solid and fast. The points value and unit creation will allow me to field my Renegade Legion tanks, Ogres, and other minis instead of just using them as 'counts as'. The campaign and unit improvement rules look good as well. Card driven, so solo play should be fairly easy.
Still, until I play a few games, I won 't know for sure. :D

Author:  sean_68333 [ Tue Sep 22, 2015 2:01 pm ]
Post subject:  Re: Laserstorm Rules

I also picked up a copy of these and have been reading them. I think the rules look pretty solid, but will need to play a few games to make a final judgment.

Based on what I have read so far, I am really looking forward to playing it.

Author:  primarch [ Tue Sep 22, 2015 4:54 pm ]
Post subject:  Re: Laserstorm Rules

Hi!

I can definitely see the influences of epic and DSII in this game (and perhaps a few other systems). :)

I particularly like the save mechanic. Instead of adding wounds or higher save values it is an additional die added. So things like super heavies save on 3d6, needing very high TSM's to take them down. This cuts down on bookkeeping.

I also like the close combat resolution which is a modified second edition mechanic using a single roll, where additional combatants add to the primary roll and the difference is what applies as the save modifier. Integrated to the mechanic is fall back moves and follow up moves, very well executed.

The unit construction rules permit you to add as many missing units as you'd like, so double thumbs up for adding it.

I also favor the addition of "traits" to units. I used this in the design of my Heresy game as well. It is a good mechanic to add "flavor" and detail to units with touching the core mechanics.

The only thing I am not sold on is how morale works. I will ponder it some more. :)

More importantly the rules use a design paradigm where it is simple for me to plug in more "chrome and details" into the game without tinkering with the core mechanics.

Solid game all around! :)

Primarch

Author:  Markconz [ Wed Sep 23, 2015 11:54 am ]
Post subject:  Re: Laserstorm Rules

Cheers for comments so far guys.

I've had a read and played a first game of the training scenario, overall first impressions are positive, see here:
http://hordesofthings.blogspot.co.nz/20 ... nario.html

Author:  Legion 4 [ Wed Sep 23, 2015 1:37 pm ]
Post subject:  Re: Laserstorm Rules

The designer sent me a working copy a few months back. I gave him some input. But generally, it is a pretty clean system. And should play well.

Author:  Kealios [ Thu Sep 24, 2015 3:28 am ]
Post subject:  Re: Laserstorm Rules

I have purchased it and shall be reading it on my trip to Hawaii this weekend :)

Author:  Skullhamma [ Thu Sep 24, 2015 5:24 pm ]
Post subject:  Re: Laserstorm Rules

I have read through the rules once now. It might be the thing I've been looking for since it's well balanced between detail and simplicity AND it has a point cost formula. The idea of having multiple dice for saving is great! A titan sized model can soak lots of hits this way - but on a crappy roll it might fall to pieces after one shot. I like that! :)

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