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What Makes a Great Sci-Fi Army Game? http://www.tacticalwargames.net/taccmd/viewtopic.php?f=45&t=32668 |
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Author: | Easy E [ Wed Sep 20, 2017 8:46 pm ] |
Post subject: | What Makes a Great Sci-Fi Army Game? |
In your opinion, what makes a great Sci-fi game for 6-10mm games? What are must have items in such a rule system? |
Author: | Dave [ Wed Sep 20, 2017 8:53 pm ] |
Post subject: | Re: What Makes a Great Sci-Fi Army Game? |
Battlefield friction and fog of war. Many decision points. Force customization. Stat granularity. Concise rules and similar dice mechanics. |
Author: | Justiniel [ Tue Sep 26, 2017 9:26 am ] |
Post subject: | Re: What Makes a Great Sci-Fi Army Game? |
Dave's rules are great and should be there but I find equally important is the universe/back story/setting, if this isn't imagination capturing in some fashion I generally don't bother even reading the rules. |
Author: | Berkut666 [ Tue Sep 26, 2017 11:34 am ] |
Post subject: | Re: What Makes a Great Sci-Fi Army Game? |
Genuine variety in units and play style between the forces Nice balance with the forces but with some units still feeling like they are beastly and something to be scared of (even if they are not) The ability to use the rule set and adapt it to my own scenarios. Taking a macro view of the battlefield rather than a micro one. Going to fine detail is great at 28mm where you only have a small number of miniatures on the table but when you have hundreds at 6mm its very easy to get bogged down. Ability to adapt the rules to the models I have. Sames me money, but if I like the rule set I will expand with additional minis. I agree with the backstory and universe point, and that is part of the problem new companies have to the market with rule sets - GW have a vast amount of backstory that many of us have already bought into. Makes new IP hard to swallow as it often lacks depth. |
Author: | Doomkitten [ Tue Sep 26, 2017 11:31 pm ] |
Post subject: | Re: What Makes a Great Sci-Fi Army Game? |
Game that lacks "gamey" mechanics and dozens of edge-cases wins every time for me. It also has to have a good looking range of minis and a compelling story, plus room for a personalized take on story and forces, aka "role playing". |
Author: | DasBilligeAlien [ Thu Oct 19, 2017 4:12 pm ] |
Post subject: | Re: What Makes a Great Sci-Fi Army Game? |
I am thinking about the same topic currently. Just skimmed through the Hprizon Wars Rules. While i like them a lot they kind dont have that army feel. And I am trying to find out what does that even mean. SOme points i think are important for an army feel. - Having a large Number of Units on the Battlefield and I think Epic does actually a good job of getting that feeling on the table. - having a conflict with multiple focus points over a larger area. - Battlegroups that are geared to certain roles and support. - Attrition during combat. Including reserves managment. In the Sci Fi Setting i think there is something that I really want but I have not found it anyware. Thats Information Warfare. - Networked units that share lock ons/targeting information. - decieving the oponent with ruses or camouflaged units. - blocking information with jamming - hakcing attacks oon combat networks Infinity has some great ideas for that. I think some of that could be adapted to an army scale. |
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