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Miniatures Adventure => Future Wars => Topic started by: dijit on 23 May 2009, 08:18:25 AM

Title: Help with some rules...
Post by: dijit on 23 May 2009, 08:18:25 AM
Hi, I'm in the process of writing my own ruleset, and I'd like some help from you guys please.
I'm using a simple alternate activation system based on an initiative roll (I activate a squad, you activate a squad, etc), so far my rules are based around the typical static squad structure, i.e. these 8 guys start the game as a squad, and always work as a squad. What I'd like is something a little different, where I can break away from static squad structure and have something more fluid. Where a command model can maybe gather a group around him for this turn and be activated and do something, then next turn the same models are activated as a 2 or 3 different groups and maybe drawn in some other models as well. Any ideas how it could function? I'm a bit stumped.

Edit: the link at the bottom of this post is a link to an earlier version of the rules (they've changed a little since), but the activation system is more or less the same if you want a closer look.
Title: Re: Help with some rules...
Post by: Bako on 24 May 2009, 06:50:38 AM
I'm not quite sure I'm reading this right, but here goes. Give the 'commander' figure of the unit a command radius of 'X' inches in which units inside of the radius act as more or less normal. Units outside the radius at the end of the unit's turn will suffer from lack of command, and therefore have penalties such as reduced movement and attack/reaction range while outside of a commander's radius. They could also be prone to cowardice and potentially flee the battle if that's to your liking. One or more miniatures within the unit are a 'step-up' type commander that can replace him if he is destroyed. If more than one is present in the unit you could opt to have him break away from the mother unit creating his own command radius. Other members of the unit can join the second command figure if they finish their moves inside of his command radius, otherwise they suffer from lack of a commanding officer.

I've not read your rules system so I might just be digging my own hole here. And also, sorry to go a bit off topic here, but I assume you made your rules set into .PDF format. If so, could you tell me which program you used to make said .PDF. I'm wanting to put my own rules set up in .PDF form when I've finished revising it.
Title: Re: Help with some rules...
Post by: dijit on 24 May 2009, 07:12:39 AM
I've been working with some similar ideas, though I'd like to move away from a typical understanding of 'units' though not sure if I can do it or if it will be advantageous at all. Right now I working with an idea that you can activated upto 5 models that are in coherency with each other at any one time, but getting the mechanics right is a little awkward and I've yet to even try a test game with this mechanic yet, so I'm not at all sure it'll work. What I'd like it to do would be to create a fluid battlefield with models being grouped together on a turn by turn ad hoc basis. This I'm hoping would give a different tactical play than many standard more 'static' understandings of units.

I'm on a Mac so pdfs are built into the system (one of the many advantages with a Mac), though on my old windows computer, I tried 'cute pdf' and I think I eventually settled with desktop pdf or something like that I can't remember exactly, but theres loads of pdf creators out there (and free ones too) so I guess its a case of feeling your way forwards with it, sorry I'm not more of a help than that.
Title: Re: Help with some rules...
Post by: Bako on 25 May 2009, 09:48:43 PM
Oh, no worries. I don't think I was all that helpful myself :) . Well I dunno. This seems like one of those things you just gotta play and tinker with till you find what you're looking for, methinks.