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Miniatures Adventure => Future Wars => Topic started by: Sangennaru on October 10, 2014, 07:38:18 PM

Title: Round of Fire
Post by: Sangennaru on October 10, 2014, 07:38:18 PM
EDIT 16th Dec 2017: after an incredibly long developement, the manual is officially on wargames vault!
http://www.wargamevault.com/product/227996/Round-of-Fire--Core-Rules


(http://thelazyforger.com/wp-content/uploads/2017/12/RofFb.png) (http://www.wargamevault.com/product/227996/Round-of-Fire--Core-Rules)



Hi everyone!

after Iron Clouds and Zanshin i've now written the pre-Alpha version of a sci-fi skirmish game, with activation and combat mechanics that are substantially different from the other games i've played.

Disclaimer:

Well, i'd say take a look on the rules! Only a couple of images, not much fancy work yet:


EDIT: I removed the link, since obsolete. The current rules can be found on wargames vault, please take a look at the fb group: https://www.facebook.com/groups/roundoffire


Any impression, opinion or brute critic is warmly welcomed. Expecially because we are not on FUUK! so thinks are... milder.

cheers
Jack
Title: Re: New Skirmish System - Different but not necessarily better
Post by: sespe on October 10, 2014, 10:39:12 PM
Okay, I'll try.  I just started learning Gruntz, and have played a scenario twice.  So I ran the exact same scenario with these rules.

Basic idea:  2 squads of weak 'federation' guards and a leader are defending a facility in the middle of nowhere.  A single (but much superior) rebel squad and a leader stage a surprise raid.  The rebel force is stronger, and both times I played pulled off a narrow victory.

Here's the starting layout (still used to bigger scales than 15mm, I need to tighten up the terrain a bit).  One fed squad is on patrol, the other with the leader in the central building (the objective).  The rebel squad approaches from the far edge of the table.
(http://4.bp.blogspot.com/-MG4bV9_TjZU/VDhboq717EI/AAAAAAAAAWM/KhkEIg0sA-A/s1600/gz%2Bstart.jpg)

And here is the wheel at the start (Okay, okay, I can't draw lines for crap...)
(http://4.bp.blogspot.com/-gUwwxlChuBA/VDhbpAVbinI/AAAAAAAAAWQ/bjAqs83CoK0/s1600/gz%2Bwheel%2Bstart.jpg)

Pros:
Loved the wheel concept.  I'm a fan of random activation, not i-go u-go.  I have not tried the alternate Gruntz card activation rules yet.  But the wheel idea was great.  Do I risk that double-move and wait a long time for my next activation?  Do I take one short action now, knowing I can get another in before the other guy goes?  That was fun

Cons:  Combat seemed way to deadly.  I didn't see a way to represent the different skill levels of the troops.  Using the bucket-o-dice approach caused massive casualties early.  Basically, my rebel squad got shot to pieces after one move.  They made a run to get into cover, then got shot to bits before their activation came up again.  Both sides had the same weapons, but the rebel squad was supposed to be much harder to hit (higher guard stat in Gruntz).  You need a way to represent the "harder to hit veteran" such as the guard stat in Gruntz.

And here's the aftermath:
Not even once around the wheel
(http://4.bp.blogspot.com/-nO6jipFO-S8/VDhbokSz1iI/AAAAAAAAAWE/xIohb8KFOYc/s1600/gz%2Bwheel%2Bdone.jpg)

And all that is left is 2 guys from the squad and a leader wondering what he just stepped in:
(http://3.bp.blogspot.com/-T_qq8AwOKA8/VDhbo53foXI/AAAAAAAAAWI/Tb6CiMWy_Kw/s1600/gz%2Baftermath.jpg)

Keep it coming!  I think I'll start using the wheel activation concept with the rest of Gruntz rules...
Title: Re: New Skirmish System - Different but not necessarily better
Post by: Sangennaru on October 10, 2014, 10:50:19 PM
WOW! I love you man, that's awesome!

I'm glad you liked the wheel, we've been using it for gruntz too and it works pretty well!

For the combat: can i ask you the stats you used for the units, both the weapons and the armor?

Because ...erm... i did not write any stat so far on the public rules, and using the stat's ive done the combats are usually really non-lethal, usually max 2 kills after a whole broadside. I've also done some computer simulations with a bit more than a million fights to see how deadly it was!
So... i'm not sure what stats you used! :)
Title: Re: New Skirmish System - Different but not necessarily better
Post by: Sangennaru on October 10, 2014, 10:55:52 PM
About the skill level: a +1 or +2 dice in the armor does change the dice bucket result quite a lot... if you add a better weapon, well that's it!

Moreover, with the unit stat's I'll do, a shooting action for an elite squad might require 3 steps, for a green rookie squad maybe 5 steps.
Basically, there are several ways to power up a unit!



From the realistically point of view: once a figure is hit, is hit. Armor will reduce the damages, but you can be a super guy and still be hit.
One option, for tough guys, should be a "natural armor" or "toughness" that cannot be removed with AP weapons.
Title: Re: New Skirmish System - Different but not necessarily better
Post by: sespe on October 11, 2014, 12:17:05 AM
Rebel Squad (7 figures)
5 Shoot
5 Assault
12  Guard
13  Soak
9 Mental
5 Skill
normal weapon: projectile rifle
SA weapon:  Medium projectile
Perkz:  Melt Away

Federation squad (2 squads of 6 figures each)
3 Shoot
3 Assault
12 Guard
12 Soak
6 Mental
4 Skill
Normal weapon:  projectile rifle
SA weapon:  none
(basically just armed rent-a-cops)
Title: Re: New Skirmish System - Different but not necessarily better
Post by: Sangennaru on October 11, 2014, 06:51:53 AM
Thanks, but i was referring to the unit stats used in my rules, to understand why the combat was so deadly... :)
Title: Re: New Skirmish System for Sci-Fi
Post by: Sangennaru on October 11, 2014, 12:10:51 PM
As a simple example, here i present the first example of two small armies:


The rules for the various skills are in the updated ruleset, the link is in the first post and i will re-post it here:

EDIT: Removed since obsolete.

EDIT: I've removed the pics since outdated. You can find the two armies on the bottom of the document.
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: sespe on October 11, 2014, 08:33:37 PM
Oh, I get it now.  The first set of rules I downloaded didn't have that level of detail.  Off to try again!
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Sangennaru on October 11, 2014, 10:28:16 PM
Oh, I get it now.  The first set of rules I downloaded didn't have that level of detail.  Off to try again!

Thanks! :)

Yet, i'm curious to know what stats you did use for your men while playing! :)

cheers! ^_^
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Froggy the Great on October 12, 2014, 01:03:10 AM
I love the wheel - mind if I try to integrate it into FUBAR?
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Sangennaru on October 12, 2014, 08:21:28 AM
I love the wheel - mind if I try to integrate it into FUBAR?

I'm sending my lawyers to sue you.  lol lol lol

Of course you can! ;) We used for several games, it simply WORKS FOR EVERYTHING, which is pretty cool! ^_^


Yet, i'd love to have people testing this rules as well, i implemented the wheel not only to "do actions" but also for suppression and, in general, it's deeply connected with the other rules! =)
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Sangennaru on October 12, 2014, 02:19:58 PM
I've added the robot test army too! I'm really not sure how the gameplay will be, but it's worth a try, i think!

EDIT: Removed this one too... obsolete indeed.
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: sespe on October 13, 2014, 03:33:00 AM
Starting another playtest, this time solo as my wargaming partner has school tomorrow.

A question on suppression using the wheel:  Using your force lists, I have a Fed heavy weapons team taking shots at a horde.  The horde doesn't like this much.  For the fed heavy weapon, it says "suppress 2" for every hit.  For the horde, it says they move 5 when suppressed.  So does that mean every time the heavy weapon scores a hit on the horde, one guy dies AND the horde gets bumped forwards 10 spaces on the wheel?

Really loving the wheel mechanic, and the leader bonuses.  Okay, I guess that's another question.  What's the difference between battle Cry and Boost unit?  Just different names for the same mechanic?

Thanks again!
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Sangennaru on October 13, 2014, 06:22:16 AM
Starting another playtest, this time solo as my wargaming partner has school tomorrow.

A question on suppression using the wheel:  Using your force lists, I have a Fed heavy weapons team taking shots at a horde.  The horde doesn't like this much.  For the fed heavy weapon, it says "suppress 2" for every hit.  For the horde, it says they move 5 when suppressed.  So does that mean every time the heavy weapon scores a hit on the horde, one guy dies AND the horde gets bumped forwards 10 spaces on the wheel?
Well, i acknowledge there is a bit of overloading about the "suppressed term":

Suppressed X - is the number of steps to be moved when the enemy uses a suppression, as explained in the Suppression section:
Suppressing units
Units have often the Suppression ability. When using that ability, an opposed roll is done between the attacking and the defending unit.
Bonuses and maluses are counted as for the fighting, except for Armor and AP bonuses.
For each successiful hit during the suppression action, instead of having casualties the defending unit is moved forward in the turn wheel of a number of steps equal to its Suppressed value.

But it might be a bit too strong. I have to test it, but it might be a game breaker! However, you still sacrifice a shooting round for this, so... it might be reasonable.

However, for the weapon ability:
Suppression X per hit: When attacking, move the defending unit X steps forward whenever a successiful hit is performed.


Which means that the unit Suppressed value is not relevant here! :)

Really loving the wheel mechanic, and the leader bonuses.  Okay, I guess that's another question.  What's the difference between battle Cry and Boost unit?  Just different names for the same mechanic?

The difference is that one applies to one unit within range, the other to any, so you potentially can activate the whole army! :)

Thanks again!

Thanks to you! You're being really helpful!

Cheers
Jack
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Sangennaru on October 13, 2014, 09:56:49 AM
Added Sniper ability.

Any suggestion for the name, by the way?
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: sespe on October 13, 2014, 03:22:35 PM
Much clearer on the suppress. 

As for a name, gotta be something with a wheel.  Wheel of Death?  Rotational Conflict? Timeline Wars?
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Sangennaru on October 13, 2014, 09:54:09 PM
Much clearer on the suppress. 

As for a name, gotta be something with a wheel.  Wheel of Death?  Rotational Conflict? Timeline Wars?

I need a serious brainstorm about that! I was thinking about something with "paces", or similar.

Anyway, I did the first beta test! and i've to say i'm rather satisfied!
I got a lucky roll at the beginning but it was the only one of the match, for the rest the suppression system works splendidly (and you can literally pin down easily an untrained unit with little effort, or concentrate your fire to neutralize enemy behind cover instead of killing them) and made my rebels army quite powerless against well-barricated elite soldiers, after the first charge.
The combat system worked pretty well. Some time is lost preparing the dice for the roll, but that's all time saved from calculating the modifiers for each die. In the complex, the battle was NEVER too deadly, and the armor-vs-AP and the other modifiers were really useful.
I'll enhance the differences in defence between the units though, for armor 1 is kinda useless, maybe armor 3 is better! :)

Tomorrow i'll post a Battle Report!
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: sespe on October 14, 2014, 03:29:04 AM
Got to play a couple more rounds tonight, but the game came to a sudden conclusion.

First the good:  The FED heavy weapons team set up on overwatch, knowing a rebel horde was going to approach.  On the Rebel activation, they chose to make a run for it, braving the fire.  That's them at the top of the picture, halfway to their new cover.
The heavy cannon got 2 net hits, taking out 2 guys and bumping them up 4 on the wheel.  The rifleman also fired (medium range for both), and got a lucky 3rd hit. That's another bump up the wheel.  Hmm, crossing a horde in the open doesn't work well against FEDs.
(http://2.bp.blogspot.com/-xYAdgHSKoeE/VDyVgBdiHpI/AAAAAAAAAWs/r5M3M9kyk7M/s1600/20141013_195725.jpg)

The Bad:  Did I mention hordes should not move in the open?  I should have remembered that.  Another horde, looking at everybody's position on the wheel, chose to move into a gully.  They thought they could get another move before the FED squad on the hill.  The FED squad moved up to a firing position, as expected.  But then that pesky FED Leader used his boost on the squad!  They got to go again before the horde. 
Close range, 5 guys with rifles, hmm, that's 15 dice.  No bonuses for the defender this time, they are caught in the open.
And the squad rolled 6 6 6 6 6 6 5  ...  The horde rolled a 6 5 5 5 4 4 4.  If I'm learning these rules correctly, that's 6 kills for the FED squad.  The 2 remaining members of the horde are left in the gully cowering in fear.
Time for the rebels to back off and try again somewhere else...
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Sangennaru on October 14, 2014, 07:02:53 AM
Got to play a couple more rounds tonight, but the game came to a sudden conclusion.
[...]
Did I mention hordes should not move in the open?
Heheh, before going in the open you definitely HAVE to do some suppression on the enemy! Afterall, even heavily armoured and covered troops are not immune to suppression (that ignores covers and armors), that's the trick. Otherwise, they will remain pinned in the open field, and will take casualty after casualty.


And the squad rolled 6 6 6 6 6 6 5  ...  The horde rolled a 6 5 5 5 4 4 4. If I'm learning these rules correctly, that's 6 kills for the FED squad.

well. that's luck! But no, it's no 6 kills, it's 5: The 6 cancels a 6. One of the 5 cancels the 5, then only five 6s remain. ..."only" :)
we had dozens of rounds of shooting yesterday, and i never had such a luck, maximum 3 figures were killed.


my feeling is that the rebel team with the 3x hordes is slightly stronger than the feds, but you must use it wisely, and DEFINITELY rely on the War Cry commander ability to boost the whole team.
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: sespe on October 14, 2014, 02:35:39 PM
Oh, still doing the dice wrong.  Got it now.  Definitely include several examples in the rules!
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Sangennaru on October 14, 2014, 03:01:23 PM
Oh, still doing the dice wrong.  Got it now.  Definitely include several examples in the rules!

I will! :)

Cheers
Jack
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Sangennaru on October 16, 2014, 10:01:24 PM
I've fixed a few stuff, tweaked others.

Version 0.2 is out, maybe i'll add a few minor things!
EDIT: Removed the link as obsolete.

And i've put a Changelog, so people won't have to read it all over again!

EDIT: Removed the link as obsolete.

cheers and good night!
Jack
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Sangennaru on October 21, 2014, 07:45:47 PM
Battle-Report time!!

We've set the table with a few shanties. The base is a marble table, since i never had the time to build a proper one. That's Feo, waiting for the battle with a proper cup of tea.

(http://www.thelazyforger.com/wp-content/uploads/2014/10/PA135147.jpg)

The troop order is defined by a random roll of a D8 for each unit. they are placed on the left side of the turn wheel:

(http://www.thelazyforger.com/wp-content/uploads/2014/10/PA135148.jpg)

The game starts violently: after a few turns (well, there are no turns but you got the idea) of tactical moving, one of the FFS units did a rush in open space, without any covering fire. The MMG of the rebel unit in front of them literally exterminated half of it, and the other half was wiped by the other ARG!s.
Since that was a test game, i tried to advance in mass in open space too.
Unfortunately, Rebel units have many men but a low discipline, and their Suppressed value is pretty high. The remaining FFS unit and the heavy weapon in the far right started a shower of bullets, both suppressing and starting to kill rebels.

(http://www.thelazyforger.com/wp-content/uploads/2014/10/PA135149.jpg)

This glorious FFS unit (commanded by Feo, not me) remained in position for the whole game, even though risked its life a few times.

(http://www.thelazyforger.com/wp-content/uploads/2014/10/PA135150.jpg)

And, well... of course sometime the dice were not my friends. This triple-six i rolled was useless against the horde of fours my opponent rolled. Quantity over quality.

(http://www.thelazyforger.com/wp-content/uploads/2014/10/PA135149.jpg)

I've to say, i had to change a few things after this match, but we had fun and the mechanics seemed to work pretty well!

I'd suggest you to try to read (and maybe play?) the rules, and give me feedbacks about. :)

Cheers
Jack
Title: Re: New Sci-Fi Skirmish *armylists!*
Post by: Feo on October 21, 2014, 07:57:30 PM
the game was great and the combo of suppressive fire and turn wheel is absolutely great. my squad behind the wall was suppressed by the ARGs for enough time to made possible for them to run around my cover while I managed to pin down another of sangennaru's team in the middle of the field slowly killing them without giving the chance to run away to cover!
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: sespe on October 23, 2014, 04:02:08 AM
Got a day off and started a new scenario.  I decided to add some light armor to the rebels and introduce a sniper team for the FFS.  In less than one turn around the wheel I'm already at a great tactical dilemna.  More details here:  https://socal-blood-drive.obsidianportal.com/adventure-log/new-sf-rules (https://socal-blood-drive.obsidianportal.com/adventure-log/new-sf-rules)

(https://db4sgowjqfwig.cloudfront.net/campaigns/71268/assets/384656/test1.jpg?1414036252)

Unfortunately, Songs of Drums and Tomahawks has just been released, so it is time to jump back in time a century or three and fight some other battles...
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on October 23, 2014, 07:08:02 AM
Got a day off and started a new scenario.  I decided to add some light armor to the rebels and introduce a sniper team for the FFS.  In less than one turn around the wheel I'm already at a great tactical dilemna.  More details here:  https://socal-blood-drive.obsidianportal.com/adventure-log/new-sf-rules (https://socal-blood-drive.obsidianportal.com/adventure-log/new-sf-rules)

(https://db4sgowjqfwig.cloudfront.net/campaigns/71268/assets/384656/test1.jpg?1414036252)

That's was cool to read sespe! Seems you've taken the spirit of the rules! :)
the only thing i would have done differently was, for the sniper, to put a suppression 4 rather than 1. The sniper shoots, kills a man, everybody stays down.

Anyways, i definitely need a name for this game!

people suggested Spent Rounds, Rounds of Fire, Combat Cadence and similar stuff... any other suggestions? :)

Unfortunately, Songs of Drums and Tomahawks has just been released, so it is time to jump back in time a century or three and fight some other battles...

awwwwww....
Well, the Andrea's system is really great, you'll have fun with the new SoBH variant! :)
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: sespe on October 24, 2014, 08:48:00 PM
Okay, does this sound right?  The horde HMG from the above fight is firing on the FFS heavy weapon team who foolishly set up in the open.  It is medium range for the HMG. 
HMG Attack dice:  3,  AP 2
Defending dice:  Start with 3.  Add 2 for armor.  Subract 2 for armor piercing.  Still at 3.  Add 1 die for toughness.
Final adjusted roll:  3 attack dice, 4 defence dice.
Attacker: 4 4 2
Defender: 6 5 3 3

Result:  2 kills on the heavy weapon team.

Am I right?
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on October 24, 2014, 09:58:03 PM
Okay, does this sound right?  The horde HMG from the above fight is firing on the FFS heavy weapon team who foolishly set up in the open.  It is medium range for the HMG.  
HMG Attack dice:  3,  AP 2
Defending dice:  Start with 3.  Add 2 for armor.  Subract 2 for armor piercing.  Still at 3.  Add 1 die for toughness.
Final adjusted roll:  3 attack dice, 4 defence dice.
Attacker: 4 4 2
Defender: 6 5 3 3

Result:  2 kills on the heavy weapon team.

Am I right?

NOPE! :D

The defender rolled a 6 and a 5, the attacker a 4 and a 4. In both cases the defender is stronger, no kills for anyone this time :)


The right flow is:
The attacker counts how many 6 had, the defender does the same. For each attacker's 6 the defender must provide a 6 to counter it. If he cant, for each uncountered 6 there's a kill. Then the 5 are counted. Of course, if the defender had an extra 6 that didn't use to counter anything, he can use it for the 5, and so long for the 4s.

On another perspective: The defender must counter each "dangerous die" (greater than 3, basically) from the attacker, using a dice that is equal or greater.

In your case, the defender had higher dice, so he was safe. :)
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: sespe on October 24, 2014, 11:13:07 PM
Makes better sense that way.  Seemed wrong to roll high and not get a save...
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: sespe on October 25, 2014, 02:48:31 AM
2 more roll tests to see if I have it yet:
Attacker:  6 6 6 6 6 5 4 4 4
Defender: 6 6 5 5 4 4
This should end with: 6 6 6 6 6 5 4 4 4
Result:  3 hits by attacker.  (it was an awesome roll)

And:
Attacker: 6 6 6 6 5 5 5 5 5
Defender: 6 5 5 5 5 5 5 5 4
This should end with: 6 6 6 6 5 5 5 5 5
Result: 3 hits by attacker (the horde could not miss!)

The overall scenario resulted in a horde clear win, partly due to the great attack rolls they got.

My opinion:
The initiative wheel is an amazing.  I am a huge fan of uncertainty in combat, I hate I-go U-go.  Up until now, my two favorite rulesets were the Songs of... series (you gamble on how much action to take) and Chain of Command (you get varying activation options and have to decide what to do).  This activation sequence is right in the mix, I can't decide which is best.  SoBH is easiest to teach, this would be great in a con-type game.  I'm picturing a big wheel with magnets for each unit...

The hit dice concept requires a ton of dice, which is not one of my favorite concepts.  I love the first half, not so sure about the second.
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on October 25, 2014, 07:49:20 AM
You did it right, yes :)

My opinion:
The initiative wheel is an amazing.  I am a huge fan of uncertainty in combat, I hate I-go U-go.  Up until now, my two favorite rulesets were the Songs of... series (you gamble on how much action to take) and Chain of Command (you get varying activation options and have to decide what to do).  This activation sequence is right in the mix, I can't decide which is best.  SoBH is easiest to teach, this would be great in a con-type game.  I'm picturing a big wheel with magnets for each unit...

The hit dice concept requires a ton of dice, which is not one of my favorite concepts.  I love the first half, not so sure about the second.

About the combat mechanics: i agree that there are lots of dice to roll, which can be frustrating. On the other side, allows you to roll all the unit together and that speeds up the game a lot.
I wanted to remove the two dice (roll to hit - roll to kill/wound) and that seemed a good option.
A great solution would be to GREY OUT the 1, 2, 3 from the dice, so you will only see the 6 5 4, which is definitely faster.

Anyways, if you have some suggestions about changing the mechanism i'm open!

And i'm really happy you liked the wheel activation ^_^

BTW; yesterday we had our first Vassal game!

(http://www.thelazyforger.com/wp-content/uploads/2014/10/vassal.jpg)
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Golgotha on October 25, 2014, 09:50:59 AM
Started play testing the rules but got side tracked - sorry...

I did truly love the wheel concept but converted it as follows:

1 wheel out of 10 rather than 8 twice. Then each segment I thought of as representing a second or 2 - thus a turn was 10 to 20 seconds of real time.  Then inverted the initiative so 10 being the first to go and highest and 1 being the slowest or last to go. Also then substituted d8 for d10 so a unit would role its initiative on a d10, for example: Unit A rolls a 10 they are the only unit to do so and thus act first, they want to move this costs 4 and 10 minus 4 is 6. So when the wheel comes round to 6 they would then be able to spend action points again. So lets imagine they move again this then leaves 2 and so on and so forth till all units having acted, some of them multiple times. A unit could obviously choose not to spend points. Indeed instead of overwatch a unit on a high initiative could possibly keep its points and then choose to act in the enemies initiative the problem being players then become to nervous to act when a unit is around with a high initiative. The question no doubt then is what can one do with 1s and 2s - well if you spend 1 point then you can move 1 as opposed to spending 4 and moving 4, this system thus requires some tweaking of the action costs/points - but started working well. Will try your system more fully but did find this new wheel fun. 2 units with same initiative example 10 would write orders and then move simultaneously... or some such.

By the way I used epic GW marines in the play test and skirmishing with such small figures was also fun - board being roughly foot squared and cm for movement/actions. Stats wise I also differentiated units by class so an elite unit might get a plus 1 to its initial initiative role whereas a green unit might get a minus 1 to initiative. Have found initiative as a stat in wargaming in the past to be a very effective way to create more differences between units other then the usual hits, weapons, skill, armour and morale types etc.
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on October 25, 2014, 11:48:16 AM
1 wheel out of 10 rather than 8 twice. Then each segment I thought of as representing a second or 2 - thus a turn was 10 to 20 seconds of real time.  Then inverted the initiative so 10 being the first to go and highest and 1 being the slowest or last to go. Also then substituted d8 for d10 so a unit would role its initiative on a d10, for example: Unit A rolls a 10 they are the only unit to do so and thus act first, they want to move this costs 4 and 10 minus 4 is 6. So when the wheel comes round to 6 they would then be able to spend action points again. So lets imagine they move again this then leaves 2 and so on and so forth till all units having acted, some of them multiple times. A unit could obviously choose not to spend points. Indeed instead of overwatch a unit on a high initiative could possibly keep its points and then choose to act in the enemies initiative the problem being players then become to nervous to act when a unit is around with a high initiative. The question no doubt then is what can one do with 1s and 2s - well if you spend 1 point then you can move 1 as opposed to spending 4 and moving 4, this system thus requires some tweaking of the action costs/points - but started working well. Will try your system more fully but did find this new wheel fun. 2 units with same initiative example 10 would write orders and then move simultaneously... or some such.

Waaaait: first things first.

- changing from 8 to 10 is absolutely the same. The initiative is rolled only at the BEGINNING of the game, after that the whole concept of turn is forgotten, and you can use as many segments as you like in the wheel - you could even use a linear turntracker, quite long though.

- The mechanism you described is no different from what is described in the rules: each action has a cost, and moves you forward in the wheel. There's no turns, just movements forward.

- Overwatch is not clear in the rules yet, but basically you just move forward of some steps (you decide), declaring an action up to certain conditions. And, of course, you can't do two overwatches in a row, otherwise people will do only 1-step overwatches, which is  stupid.

- The short movements cost MUCH more than long ones compared to the distance. Therefore people will NOT do short steps, otherwise they'll move slower.

- When you arrive in a section that is already occupied, you place your token in the section closer to the center, then units are activated from the outer one.


once again, i suspect that you roll initiative each round. but, once again, initiative is rolled only at the beginning of the game, there's no turns! The bonuses and maluses on initiative are shown in the unit rosters, since the same actions for different units cost differently.

cheers
Jack
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: sespe on October 25, 2014, 04:38:09 PM
Here's an idea for a unit trait:
Gung-ho / fanatic - ignore 1 suppress bump up the wheel when taking casualties.
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on October 25, 2014, 09:39:34 PM
Here's an idea for a unit trait:
Gung-ho / fanatic - ignore 1 suppress bump up the wheel when taking casualties.

That's a good one, thanks!

anyways, i thought about the problem of the load-o-dice roll, and i will try to adapt the rules so each man will roll against a specific target individually, using a slightly higher number of dice (from 1-2-3 to 2-3-4, maybe) and keeping really similar mechanics, but with an additional parameter for the defending unit, which is the number of successes you need to achieve to kill it (for standard units it could be 2, with 1 there's no kill but the suppression is applied just as if there was a kill)

This will resolve any separation between main weapons and support weapons, and also any ambiguity in the "covers" section. Of course that means that the shooting phase requires a sligtly longer time.

I'll keep everyone updated!
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on November 16, 2014, 08:37:10 PM
Hi Everyone!

A little update, Version 0.4 is now Live on Google Docs!

EDIT: Link removed as obsolete.

changelog:
Quote
0.4
reduced the cohesion radius with the fireteam leader to 1, added cohesion between fireteams.
changed the “targeting the whole unit” rule. Now all the fireteams leaders must be within range.
Added the assault with suppression fire rule.
Changed unit stats: principally tweaking the “suppressed” ability.
Adapted “unit spread X” and added “fireteam spread X” ability.
Added “Waiting” rule
Added “Overwatch” rule. Finally!
Clarified the actions declarations for the fireteams of a unit.
Added “Strong Nerves”, “Intimidating” and “Low Profile” abilities.
added “Find Cover!” rule

0.3
Removed the gruntz-based action examples table: that was obsolete.
Changed the Combat system entirely, migrating from the unit firing to the single figure firing.
Removed some obsolete notes in the Combat section. Seriously, you should re-read that part entirely.
Heavy covers can be pierced by heavy AP weapons, and thus must be considered as light covers. AP points are subtracted when calculating the defender dice.
Added partial cover.
Clarified the killing part.
Changed the unit stats, reorganizing them in Fireteams.
Pimped the heroes and special units.
Added “special weapon” clarification
Added “weapon expert” ability
Added “move and shoot” ability
Added “individual shooters” ability

0.2
added the partial cover rules.
set the minimum defender dice to 3.
added one more example for the opposed combat roll.
Assault ability clarifications.
Suppression clarifications.
Added “targeting whole units” clarifications.
Added “terrain expert” skill.
Slightly modified units stats and abilities.
Clarified differences between Boost and Battlecry.

A little problem now: I REALLY need a name! And you LAFers have always been my primary source of inspiration!

...pretty please?  ??? ???

cheers
Jack
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: freewargamesrules on November 26, 2014, 11:00:56 AM
Wheel of Fortune
Wheel of Fire
Combat Wheel
Battle Wheel
Wheel of Time
Time Wheel
The Wheel Keeps Turning
Beat The Clock
Clock of Fortune
Battle Clock

...how's that for starters!
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on November 26, 2014, 12:01:09 PM
Wheel of Fortune
Wheel of Fire
Combat Wheel
Battle Wheel
Wheel of Time
Time Wheel
The Wheel Keeps Turning
Beat The Clock
Clock of Fortune
Battle Clock

...how's that for starters!


that's a GREAT start!  :D Keep them coming! :D

Any feeling about the game itself, anyways? I had a few more matches, i might release the 0.5 soon-ish, although i'm now working more on some scenery projects, mostly posting on my facebook page https://www.facebook.com/thelazyforger .

Cheers
Jack
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: freewargamesrules on November 26, 2014, 08:35:48 PM
I like the idea of the Rondel when I saw it in a boardgame a few years ago I thought about using it in a set of miniature rules but never got round to it.

Another alternative you could use is place a numbered marker behind each unit (small dice). Once activate just increase the number (If using 16 then it reverts back to 1 again). Then keep calling the numbers out in sequence.
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on November 27, 2014, 08:44:38 AM
Another alternative you could use is place a numbered marker behind each unit (small dice). Once activate just increase the number (If using 16 then it reverts back to 1 again). Then keep calling the numbers out in sequence.

well, that looks extremely elaborated, for the very same result! The wheel works really well now, splitting the counting on the table seems complicated! >__<

Cheers
Jack
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on November 28, 2014, 03:57:35 PM
Just out of curiosity: Do you LAFers know if "Round of Fire" is taken by any other wargame around?

It has the words play and the round double meaning... what do you think about that one?

thanks
Jack
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Mr. Peabody on November 28, 2014, 05:02:47 PM
Jack,

I think you want two names. First a catchy name for the game and the second would be a good solid name for the clock-like initiative mechanic.

I suspect the initiative mechanic could lend itself to a variety of settings, so give it a name and allow it to be portable. At the very least, giving it an identity helps to draw attention to this important aspect of the game, and while perhaps a bit gimmicky, it's fair and helps folk focus on why your game is different.

Making the name of the game serve both purposes is both challenging and limiting.

Just my 2cents.
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on November 28, 2014, 05:10:02 PM
Jack,

I think you want two names. First a catchy name for the game and the second would be a good solid name for the clock-like initiative mechanic.

I suspect the initiative mechanic could lend itself to a variety of settings, so give it a name and allow it to be portable. At the very least, giving it an identity helps to draw attention to this important aspect of the game, and while perhaps a bit gimmicky, it's fair and helps folk focus on why your game is different.

Making the name of the game serve both purposes is both challenging and limiting.

Just my 2cents.

You are perfectly right sir.

However, i feel that the round wheel works well only for fire weapons games (not melee and arrows) since the time pacing is less important for a big brawl.
So, "Round of Fire" can be used from muskets to laser weapons, no?

Just as I did for Duel of Honour: Zanshin, that as you said has a combat mechanic that is independent from the setting itself.

SO: for the game mechanics, do you have any suggestions?
For the catchy name for the scifi, that's kinda easier, imho.
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on November 28, 2014, 11:59:54 PM
For now i've to go for "Round of fire"... but i'ts subject to changes =)

Meanwhile, i tried to do a mock-up for the cards. Being confident with NanDeck, i'll prepare a procedural script to create the cards from a spreadsheet, but for now... just to see if everything fits inside.

(http://www.thelazyforger.com/wp-content/uploads/2014/11/fireteamTest.jpg)

how's that? too dense?
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Mr. Peabody on November 29, 2014, 04:31:37 AM
I like the simplicity and clean lines of the card. But perhaps the weapon information could be communicated with fewer words and bigger text.

What would the dimensions of the card be? If these are intended to be held like a hand of playing cards, some of the text might be a bit small.
Title: Re: Sci-Fi Skirmish Rules *AAR*
Post by: Sangennaru on November 29, 2014, 08:43:11 AM
I like the simplicity and clean lines of the card. But perhaps the weapon information could be communicated with fewer words and bigger text.

What would the dimensions of the card be? If these are intended to be held like a hand of playing cards, some of the text might be a bit small.

i would indeed love to have them on poker size, but of course not with this size. However, that's the information I need to put in the card.
As for the number of words, i agree that they are a lot, but i don't want to have a card that is unintelligible for someone who didn't deeply studied the rules... how do you think i can "shrink" the concepts? :)
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Sangennaru on November 29, 2014, 10:30:07 AM
Ok, tried to synthetize everything, hopefully it's not too cryptic:

(http://www.thelazyforger.com/wp-content/uploads/2014/11/fireteamTest2.jpg)

Better?
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Mr. Peabody on November 29, 2014, 05:20:32 PM
That's the ticket! Easy to read and to understand. I like it.  8)
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Sangennaru on December 02, 2014, 05:48:09 PM
I've just prepared a simple image to clarify the turnwheel mechanics:

(http://www.thelazyforger.com/wp-content/uploads/2014/12/turnwheelMerged.jpg)

I hope it's more clear now to anyone reading :)

Cheers
Jack
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: fred on December 02, 2014, 07:43:34 PM
That's a good diagram.

A couple of small suggestions. Rather than having the red arrows directly to the new places, have smaller looped arrows round the outside, to more clearly show the number of steps.

On 4, should ther be a note about the unit on the outside ativating first? This is mentioned on the next picture, but it would be better on the first instance.

On 2 explaining what boosts is a little more might help.
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Sangennaru on December 02, 2014, 08:56:13 PM
That's a good diagram.

A couple of small suggestions. Rather than having the red arrows directly to the new places, have smaller looped arrows round the outside, to more clearly show the number of steps.

On 4, should ther be a note about the unit on the outside ativating first? This is mentioned on the next picture, but it would be better on the first instance.

On 2 explaining what boosts is a little more might help.


Definitely wise advices! I'll work on those tomorrow. I've to say that i wanted to do the curved arrows, but with photoshop is SO MUCH easier to make the straight ones... :)

thank you,
jack
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Puuka on December 03, 2014, 02:12:37 AM
A reason for melee, I would love to use this with Star Wars figs.
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Sangennaru on December 03, 2014, 09:25:27 AM
A reason for melee, I would love to use this with Star Wars figs.

Mmm, right. Jedi with no melee is kinda weird, no?
I'll add it in next version, i might release it tonight!
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Puuka on December 03, 2014, 03:09:51 PM
I've just prepared a simple image to clarify the turnwheel mechanics:

(http://www.thelazyforger.com/wp-content/uploads/2014/12/turnwheelMerged.jpg)

I hope it's more clear now to anyone reading :)

Cheers
Jack

This actually cleared everything I was wondering about it right up and I can see how it would be usefull in almost any game.
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Sangennaru on December 03, 2014, 05:26:11 PM
Following suggestions from all of you (including some on FB) i've slightly changed the figure. Apparently it's really hard to do a curved arrow in photoshop, so i gave up on that point =(

(http://www.thelazyforger.com/wp-content/uploads/2014/12/turnwheelMerged1.jpg)

Thanks for the feedback
jack
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Sangennaru on December 06, 2014, 11:24:58 AM
I've been asked by Puuka to make a quick set of opposing factions for a Star Wars Game, and that's the result:

Google Drive link: EDIT: Link removed as obsolete.

I'd love to post them here but... the tables don't show up nicely on the LAF interface. :S I'll maybe make a screen capture later.
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Sangennaru on December 06, 2014, 01:39:11 PM
Here they are!

Rebels:
(http://www.thelazyforger.com/wp-content/uploads/2014/12/rebels..jpg)

And Empire:
(http://www.thelazyforger.com/wp-content/uploads/2014/12/empire.jpg)
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Froggy the Great on January 30, 2015, 04:22:48 PM
What's the latest with this game?  How close is it to releasable?
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Sangennaru on January 30, 2015, 04:33:54 PM
What's the latest with this game?  How close is it to releasable?


Hi Froggy!

the game is still under testing, and since we want to offer a SOLID system we will need more time and more testers.
Of course, if you all want to contribute with some feedbacks (both from reading or gaming) you are MORE than welcome :D

The beta rules are available through this link (it's a google document)
EDIT: Link removed as obsolete.

And the facebook group, where i post some updates here and there, is here:
EDIT: Link removed as obsolete.

Everyone is STRONGLY welcomed to join and help, since i sincerely feel that this game can become ways more serious and spread, using new mechanics for a rather different gameplay.

Cheers
Jack
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Froggy the Great on January 30, 2015, 06:04:43 PM
I've joined and am reading.  Thank you!
Title: Re: Sci-Fi Skirmish Rules *cards!*
Post by: Sangennaru on January 30, 2015, 06:08:48 PM
I've joined and am reading.  Thank you!

you are welcome! I'll wait for feedbacks then! ;D
Title: Re: Round of Fire
Post by: Sangennaru on March 20, 2015, 05:49:05 PM
Hello everyone!

I've substantially updated the ruleset, changing completely the combat mechanics and improving many aspects of the rules, thanks also to Froggy.

EDIT: Link removed as obsolete.

For anyone on facebook, i'd invite to subscribe to the game group:

https://www.facebook.com/groups/1537879019809953/

Meanwhile: there are the cards of the first nine fireteams, that combined together (or individually) can form the units.

EDIT: Outdated.

i've done some fancier graphics too, but for now it's still in progress, i'd love to have a more definitive one before coming out. :D


as always, any feedback about the game is reallyappreciated.

cheers
Jack
Title: Re: Round of Fire
Post by: Sangennaru on March 22, 2015, 04:27:38 PM
Some updates: a first squad of Infiltrators (two fireteams), the RED squad, is painted! :D

Maybe i overdid with the bases, but i like them full of stuff. :D

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/1926020_812992185416371_6883030379841204419_o_zpsgbbbc93a.jpg)

Cheers,
Jack
Title: Re: Round of Fire - RED SQUAD!
Post by: Diakon on March 22, 2015, 05:01:07 PM
They look great. 15mm?  :D
Title: Re: Round of Fire - RED SQUAD!
Post by: pocoloco on March 22, 2015, 05:06:49 PM
Looking very good Jack  :-*
Title: Re: Round of Fire - RED SQUAD!
Post by: Sangennaru on March 22, 2015, 05:07:40 PM
They look great. 15mm?  :D

yep! I based the game for 15mm, although it can be played in 28mm with the same mechanics. :)
I just find that 15mm is more practical for gaming, and scenery look great too!

Looking very good Jack  :-*

Thanks! ;) Fancy playing a game?
Title: Re: Round of Fire - Painted Drone
Post by: Sangennaru on March 23, 2015, 03:34:08 PM
For your eyes only (i'll post it on facebook in a few days...) the HEAVY DRONE!

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/11022560_813810582001198_4720367596024657526_o_zpszphevule.jpg)

Cheers,
Jack
Title: Re: Round of Fire - Painted Drone
Post by: Dr DeAth on March 23, 2015, 03:43:46 PM
I really like that! - very menacing
Title: Re: Round of Fire - Painted Drone
Post by: YPU on March 23, 2015, 03:55:16 PM
Interesting, I had figured those heavy gear models to look larger next to 15mm, what with the game being 12mm. But not necessarily a bad thing, it does fit in rather nicely.
Title: Re: Round of Fire - Painted Drone
Post by: Sangennaru on March 23, 2015, 04:02:50 PM
Thanks!

Yeah, they fit pretty well, robots or unmanned vehicles don't have a strict scale, afterall. And adding a few scale "marks" (barrels, tires) is the trick to fix a scale for a model.

Now that I see the photos, i might want to add a few details, like the front "eyes".
Title: Re: Round of Fire - RED SQUAD!
Post by: pocoloco on March 23, 2015, 05:37:38 PM
yep! I based the game for 15mm, although it can be played in 28mm with the same mechanics. :)
I just find that 15mm is more practical for gaming, and scenery look great too!

Thanks! ;) Fancy playing a game?

When or if I get my sci fi stuff ready for gaming, I think I will give Round of Fire a try :)

That drone looks great with the squad  :-*
Title: Re: Round of Fire - Painted Drone
Post by: Sangennaru on March 24, 2015, 08:24:56 AM
A (probably) better picture of the finished drone, with the few missing details added. I find that the photo is much less crispier, do you think i should try it again? Maybe it's because it's early morning, i'm not crispy either. lol

(http://www.thelazyforger.com/wp-content/uploads/2015/03/Walker4ViewsComplete.jpg)


and, as above, this picture isn't crispy too... but i like it! ^^

(http://www.thelazyforger.com/wp-content/uploads/2015/03/P3236657.jpg)

Cheers,
Jack
Title: Re: Round of Fire - Painted Drone
Post by: blackstone on March 24, 2015, 09:34:15 PM
Really great painting on those 15mm. Great photos too. I seem to struggle photographing 15mm :)
Title: Re: Round of Fire - Painted Drone
Post by: Sangennaru on March 25, 2015, 06:54:11 AM
Really great painting on those 15mm. Great photos too. I seem to struggle photographing 15mm :)

Thanks!

The trick is not trying to get too close to them, just aim for the group effect, while using some tilt effect to reduce the elements in the picture.
Title: Re: Round of Fire - Painted Drone
Post by: Diakon on March 25, 2015, 11:18:45 AM
Love that last picture. Great looking patrol. :D
Title: Re: Round of Fire - Painted Drone
Post by: Furt on March 25, 2015, 11:33:35 AM
Your rules are very innovative - well done and keep going with it.

I do think I would get muddled up with what symbol represented what unit although, but that's just me.  o_o

And I love the color scheme on your fireteams and drone - brilliant!!
Title: Re: Round of Fire - Painted Drone
Post by: Sangennaru on March 25, 2015, 06:01:48 PM
Love that last picture. Great looking patrol. :D

A kinda heavy patrol! lol

Your rules are very innovative - well done and keep going with it.

I do think I would get muddled up with what symbol represented what unit although, but that's just me.  o_o

And I love the color scheme on your fireteams and drone - brilliant!!

We do sometimes too... it all depends on the symbols or color-code you use. That's an issue, anyway, and if you find a solution i'd love to know! :)
If you wanna try them, they work well for any firearm-based period... if you have any suggestion for another period, we can adapt them in no time!
Title: Re: Round of Fire - Units and Support!
Post by: Sangennaru on April 03, 2015, 09:13:41 PM
I've completed a second squad, and three floating drones too.
Here's a group pic:

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/P4036685_zpsrem3gymw.jpg)

Still another 10 special weapons and 3 floating drones to do. :)

Cheers,
Jack
Title: Re: Round of Fire - Units and Support!
Post by: pocoloco on April 04, 2015, 02:04:19 PM
Fine work!  :-*

Where are the drones from?
Title: Re: Round of Fire - Units and Support!
Post by: Sangennaru on April 13, 2015, 06:21:18 AM
Fine work!  :-*

Where are the drones from?


The small floating ones are from Ground Zero Games, the big one is a DP9 model, bought in a 50% sale from Wayland Games. :)
Title: Re: Round of Fire - Units and Support!
Post by: verd on April 13, 2015, 01:10:28 PM
That's a lovely unit.
Title: Re: Round of Fire - Units and Support!
Post by: randycarter on April 13, 2015, 01:53:37 PM
Yes, great stuff! Love dirt/rust effect on your big drones.
Title: Re: Round of Fire - Units and Support!
Post by: Sangennaru on September 02, 2015, 06:59:13 PM
A bit of threadomancy here! :)
The rules are being revisited and updated constantly, and now we're closer to have a new version, with leaner combat and dynamics, to be released.
Meanwhile, a partial QRS:

EDIT: Outdated

Here only a part of the rules are displayed, most likely the final QRS will be two pages long.

Cheers,
Jack
Title: Round of Fire - Ready for Beta!
Post by: Sangennaru on May 03, 2016, 10:11:52 PM
Hello everyone!

Some serious update on this old thread. Nothing happened here, but RoF has been developed and improved constantly in the last year!

Up to now, the rules have their final shape; no graphic layout for the manual yet, but the core is there.

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/P4036685_zpsrem3gymw.jpg)

We officially decided that the ruless will be Cross-setting, and we will offer in the base manual two Sci-Fi lists, two WWII lists and two Old West lists. The rules will be the same, but some special skills and weapon peculiarities, as well as the factions characterization, will make the gameplay quite different for each period!

I've done some serious work on the cards as well. Slowly investing part of my time in the graphics and drawing too, but i wanted to have them look more convincing than a mere MS word table:

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/firstsix_zpsfajtxtcn.png)

So far, we've built the two armylists with options for the sci-fi setting (which has priority), as well as an introductory scenario with pre-made army lists.

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/Dystopian500_small_zpsu2wvi6bt.png)
(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/conscript500_small_zpsd5nzj6lf.png)

As you can see, we tried to keep everything modular, so with a reasonable number of cards it's possible to quickly assemble a band, without the need of a nasty roster sheet.
Some examples of weapons. Again, it takes a bit of time to draw each card. :S

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/AssaultRifle_zpsdgrgisom.png) (http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/ImprovisedAssaultRifle_zpsroisnrhh.png)

In conclusion... here is the updated QRS! Now two pages, should have all what you need to keep in mind for a good game!

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/13047781_10209163203139804_350288746038852768_o_zpslkpqafjm.jpg)

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/13055930_10209163203099803_5969313383252703143_o_zpsejemht7w.jpg)

For everyone interested in a test, please PM me, or join the facebook group:
https://www.facebook.com/groups/roundoffire/?fref=ts

Thank you everyone, and good night!

Jack
Title: Re: Round of Fire - Ruleset!
Post by: Dangerdaz on May 04, 2016, 06:29:57 PM
Looks great bud. How long before a full release?
Title: Re: Round of Fire - Ruleset!
Post by: Sangennaru on May 04, 2016, 10:03:47 PM
Looks great bud. How long before a full release?

Thanks mate! The game is being now in a closed beta-test, before release the rules i'd make sure that they have been used a bit. If you're interested in testing, just drop me a pm! :) That's an invitation for everyone here, of course! :)
Title: Re: Round of Fire - Ruleset!
Post by: YPU on May 05, 2016, 07:54:21 AM
I've bought PDF's from wargamesvault in the past which were less well aid out and written. That's not saying you should publish straight away, just that you already are a step up from some.
Title: Re: Round of Fire - Ruleset!
Post by: Sangennaru on May 05, 2016, 10:04:47 AM
Thanks YPU! :)
I'll try hopefully to make it look good overall. I've got a good camera and a few good models, so i'll put photos inside too!
(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/13161425_10209211532908018_273867223_o_zpskfsaqs1n.jpg)

Besides, having the silhouettes means that i can use them in the manual as random images around, which is useful! :) some random soldiers could work well, afterall!
Title: Re: Round of Fire - Ruleset!
Post by: sespe on May 06, 2016, 02:50:34 AM
Well, as I was your first beta-tester (at least on LAF), I better jump back in again.  And now we're going to have western rules, too?
Title: Re: Round of Fire - Ruleset!
Post by: Sangennaru on May 10, 2016, 01:10:00 PM
Well, as I was your first beta-tester (at least on LAF), I better jump back in again.  And now we're going to have western rules, too?

Definitely! Well, Round of Fire is a gaming system, works as long as the basic mechanics remain the same. So, for hoplites marching in phalanx it should work bad, but as long as you have firearms the mechanics work.
Then, changing the stats (for weapons and figures) what will be different will be dynamics!

Of course, the scale is indifferent, you can either play with 15mm on a 2x2 table or in 28mm with a 3x3 or 4x4 table. Distances are expressed in Units, that vary with the scale, so it's really up to you!

Just to have a rapid overview:
Modern-scifi is usually highly lethal, thus requires a very cover-suppress-movearound tactics to avoid bloodbaths. The army lists usually require around 10 to 20 figures per side, grouped in small units. We will include rules for vehicles as well, although not in the basic manual.
WWII requires usually a similar number of figures, but combat is less lethal and there's more movement involved. Moreover, vehicles are usually lighter (not so many tanks) and there are less weapon with Armor Piercing.
Old West uses far less figures, mostly individuals, and concentrates a little more on each figures skills. Armor is almos not-existent and weapons ranges are reduced.

Those are the ones we're focusing onto right now. Of course, any other period in between is perfectly suitable.

Cheers
Jack
Title: Re: Round of Fire - Tester needed!
Post by: Sangennaru on May 12, 2016, 09:38:58 AM
Some more pics that will likely go into the manual, provided by the VERY talented (but not so handy with technology ;) ) Ralph Plowman!

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/13223701_10209272210024908_567147231_o_zpsbcuhhj2e.jpg)

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/13169817_10209272210064909_2114800754_o_zpsiwl8fcdb.jpg)

Cheers
Jack

Title: Re: Round of Fire - Ruleset!
Post by: Sangennaru on May 15, 2016, 06:10:38 PM
And, after a few, sespe tried the new version of RoF, writing a great battle report as well!

Here's the link to the thread: http://leadadventureforum.com/index.php?topic=90406

and here the blog post: http://wanderingview.blogspot.com/2016/05/round-of-fire-update-playtest.html

Cheers!
Jack
Title: Re: Round of Fire - Ruleset!
Post by: sespe on May 20, 2016, 11:58:31 PM
A question on the Run action:

My version of the rules says a run action moves you 6 units.  The QRS says it moves you 3 units.
6 units seemed too far, that's halfway across the board.  3 units never gave you enough space to break contact.  I have compromised on 4 units, that seems to work well.

(A group trying to make an end-run around intercepting groups had no chance with 3-unit movement.  With 6-unit they could zoom right by.  4 units seemed enough of an advantage over walking without being overpowered.)
Title: Re: Round of Fire - Ruleset!
Post by: Sangennaru on May 21, 2016, 07:35:48 AM
A question on the Run action:

My version of the rules says a run action moves you 6 units.  The QRS says it moves you 3 units.
6 units seemed too far, that's halfway across the board.  3 units never gave you enough space to break contact.  I have compromised on 4 units, that seems to work well.

(A group trying to make an end-run around intercepting groups had no chance with 3-unit movement.  With 6-unit they could zoom right by.  4 units seemed enough of an advantage over walking without being overpowered.)

Wow! Sorry sespe, that was a heritage of a past version of the rules, run is DEFINITELY 3 units. Afterall, walking is the most efficient turns/units action, while running gives you the edge when you really need to get somewhere in time.
I hear ou about the 4 units, but that makes running far too convenient rather than walking imho. I might want to try that too though. :)
Title: Re: Round of Fire
Post by: Sangennaru on May 21, 2016, 10:14:07 PM
Hi Everyone!

I worked a little more on the manual layout. The rules themselves are now actually ready for testing and i'm still looking for groups willing to try it.
Just to be clear: the game is for 28mm or 15mm figures, with no preferences! Somehow looks like all the players-readers are 15mm gamers! :)

(http://i1318.photobucket.com/albums/t647/Giacomo_Pantalone/13263877_10209343481846659_8348593178078529166_n_zpsa0rlu7sm.jpg)

Cheers
Jack
Title: Re: Round of Fire
Post by: Sangennaru on December 03, 2016, 08:28:22 PM
Cheers Everyone!
The manual is evolving well, a good portion is already paginated and yesterday i managed to introduce a new player to the game, with a full-scale scenario!

Some pics of the night:

Here the two factions ready for the game: the Elements cards have associated mini-cards for equipment and customized power-ups. This was a mid-small game, four units per side, 14 men versus 10.
(http://thelazyforger.com/wp-content/uploads/2016/12/DSC4377.jpg)


Four objectives where placed per side: one was a defensive objective, another had to be captured by the enemy, but each player only knew its own goals.
(http://thelazyforger.com/wp-content/uploads/2016/12/DSC4381.jpg)


Here a rectangular version of the Wheel, for the activation system:
(http://thelazyforger.com/wp-content/uploads/2016/12/DSC4389.jpg)


Finally, a bunch of in-game photos. The whites advanced in the centre to offer cover to the hero running to recover the main objective. Their suppression fire worked well, although the rebels managed to deploy their HMG and burst a rain of lead, killing and suppressing people all over.

Very interesting the fact that both the Officers (one per faction) didn't do much other than giving orders (to boost the units to act quicker). both of were in good cover, with a line of sight with their troops.


(http://thelazyforger.com/wp-content/uploads/2016/12/DSC4384.jpg)

(http://thelazyforger.com/wp-content/uploads/2016/12/DSC4385.jpg)

(http://thelazyforger.com/wp-content/uploads/2016/12/DSC4388.jpg)

(http://thelazyforger.com/wp-content/uploads/2016/12/DSC4393.jpg)

(http://thelazyforger.com/wp-content/uploads/2016/12/DSC4396.jpg)

(http://thelazyforger.com/wp-content/uploads/2016/12/DSC4400.jpg)

Overall, the game was more static and less lethal than usual, and i think that considering the scenario and the terrain it is a good sign: The objectives were all in a neutral central zone, and both the players didn't want to loose men needlessy.
At the end, both the players managed to grab and retrieve the main objective, without grabbing anything else, and minimizing their losses. The victory was close, very close.

Cheers
Jack

REMINDER: Anyone interesting in playtesting the rules can ask, PM me or send me a raven! :)
Title: Re: Round of Fire
Post by: Jagannath on December 03, 2016, 11:56:52 PM
Gorgeous looking game - so good. Sorry to (briefly) change the subject, but what troops are the beige blokes with the excellent visors? I don't think I've seen those before.
Title: Re: Round of Fire
Post by: Sangennaru on December 04, 2016, 08:50:04 AM
Gorgeous looking game - so good. Sorry to (briefly) change the subject, but what troops are the beige blokes with the excellent visors? I don't think I've seen those before.

Thanks! :)
I honestly have no idea, we bought them painted and they look fabulously painted! One has even a sombrero hat on the back!
Title: Re: Round of Fire
Post by: Sangennaru on December 04, 2016, 04:26:34 PM
Meanwhile, the scenario we played last friday!

(http://thelazyforger.com/wp-content/uploads/2016/12/Scenarios.jpg)
Title: Re: Round of Fire
Post by: Sangennaru on June 05, 2017, 01:10:10 PM
Hello everyone! While silent on the forum, i've been working VERY actively on the manual and the rules, and now the game is in beta-testing sincea  couple of months. The facebook group is rather active, and there is a beta-testing hidden group where players are updating me providing me with precious feedbacks.

(http://thelazyforger.com/wp-content/uploads/2017/06/18838823_10213007814332681_7567514712246445250_n.jpg)   (http://thelazyforger.com/wp-content/uploads/2017/06/18301100_10212746684644602_8183893301753668014_n.jpg)

SO FAR the game rules are in their definitive form, all that is missing are factions tweaking and additional scenarios, as well as illustrations and examples of the manual.
The factions, weapons and scenarios of the manual are focused on a modern-near-scifi setting, but the rules are setting agnostic, and soon will follow rules for fantasy melee and other settings.
The basic idea of a simulative game is that keeping the same mechanics you can vary the dynamics easily simply changing the context: different weapons, or units, or scenarios.

(http://thelazyforger.com/wp-content/uploads/2017/06/18620957_10212879569486640_8017340497225682220_o.jpg)

You can find the facebook group on the following link:
https://www.facebook.com/groups/roundoffire/
and, if you PM me here or on FB i can also add you on the beta testing group, where a link to the rules is available.

I'd really love to hear from you any feedback about the current state of the rules.

Thanks,
Jack
Title: Re: Round of Fire
Post by: YPU on June 06, 2017, 07:25:43 AM
I can vouch that this is a very good set of rules, with an interesting activating mechanic that integrates speed moral and suppression all into one.
Title: Re: Round of Fire
Post by: mcfonz on June 10, 2017, 06:31:12 PM
I'd be happy to give this a go if you still need a few testers. Looks really interesting.
Title: Re: Round of Fire
Post by: Sangennaru on June 10, 2017, 07:05:37 PM
I can vouch that this is a very good set of rules, with an interesting activating mechanic that integrates speed moral and suppression all into one.

o thank you, Tim! :)

I'd be happy to give this a go if you still need a few testers. Looks really interesting.

Sure thing! if you have facebook, i'd rather ask you to contact me there (so i could take all the testers together), otherwise drop me a PM! Any AAR or feedback about the rules is precious!
Title: Re: Round of Fire
Post by: Jagannath on June 14, 2017, 10:27:01 PM
Blimey - this is shaping up to be a really good looking ruleset, let alone the rules. How far off do you think it is?
Title: Re: Round of Fire
Post by: Sangennaru on July 30, 2017, 03:52:09 PM
Blimey - this is shaping up to be a really good looking ruleset, let alone the rules. How far off do you think it is?

Thanks Jagannath! :)

I've released today the beta version 0.3 for the beta testers and on the group, and hopefully the FINAL version (that could be purchased!) will be available before the end of September. Honestly i can't wait to print a copy or two for myself as well!

There's mostly example illustrations and scenarios to do, the rest is already all there. :)

Cheers

Jack
Title: Re: Round of Fire
Post by: Jagannath on July 30, 2017, 05:36:29 PM
Can't wait mate - everything you turn your hand to is hobby gold!
Title: Re: Round of Fire
Post by: Sangennaru on July 30, 2017, 06:25:48 PM
Can't wait mate - everything you turn your hand to is hobby gold!

You're FAR too nice, man!

Wanna jump in in the beta testing? I shouldn't add more since the last beta version is out, but you know. :)
Title: Re: Round of Fire
Post by: Jagannath on July 31, 2017, 11:17:40 AM
I'd love to, but the honest answer is I'm strapped for hobby time at the mo and won't be able to contribute much!
Title: Re: Round of Fire
Post by: Sangennaru on December 05, 2017, 02:14:19 PM
Hear hear! The first print copies should arrive today for local friends!

I will SOON put it on wargame vault, after a further proofreading campaign.

(http://thelazyforger.com/wp-content/uploads/2017/12/RoundOfFire1.0Overview-e1512336108937.jpg)

More illustrations, examples, stats and cards!

(http://thelazyforger.com/wp-content/uploads/2017/12/ElementAnatomy-e1512335293329.png)



Now, I'm asking a little advice from the community: I'd love to send a few digital copies around to bloggers for a few reviews while i'm preparing the last finishing touches before the release, so that when it'll go out it will be spoken of a bit in the wargaming world. Where do you suggest to look at? Any advice?

Thanks!
Jack
Title: Re: Round of Fire
Post by: Jagannath on December 05, 2017, 02:51:46 PM
First point of call I reckon is this chap:

http://deltavector.blogspot.co.uk/

He's a pretty in-depth critic - I don't always agree with him, but I find his reviews invaluable!

Can't wait to buy it!
Title: Re: Round of Fire
Post by: Sangennaru on December 05, 2017, 03:01:58 PM
First point of call I reckon is this chap:

http://deltavector.blogspot.co.uk/

He's a pretty in-depth critic - I don't always agree with him, but I find his reviews invaluable!

Can't wait to buy it!

Thank you man!

Meanwhile, the first print tests are in my hand!

(http://thelazyforger.com/wp-content/uploads/2017/12/24900154_10214697011401552_6267099951489636397_n.jpg)

(http://thelazyforger.com/wp-content/uploads/2017/12/24312473_10214697011721560_2573323836164033673_n.jpg)

(http://thelazyforger.com/wp-content/uploads/2017/12/24852076_10214697012001567_8305434883064296011_n.jpg)

(http://thelazyforger.com/wp-content/uploads/2017/12/24301442_10214697012441578_5984314819719177581_n.jpg)

(http://thelazyforger.com/wp-content/uploads/2017/12/24796261_10214697013041593_5307913260379501206_n.jpg)


SOOO happy. :) :) :)

Jack
Title: Re: Round of Fire
Post by: fred on December 05, 2017, 07:07:05 PM
Looking good
Title: Re: Round of Fire
Post by: Comsquare on December 05, 2017, 07:25:36 PM
Looks awesome  :o

Congrats Jack  :)
Title: Re: Round of Fire
Post by: YPU on December 05, 2017, 07:43:05 PM
Your hard work shows trough!  :o
Title: Re: Round of Fire
Post by: dinohunterpoa on December 05, 2017, 09:05:35 PM

Looks AWESOME, CONGRATULATIONS!!!  :-* :-* :-* :-* :-*
Title: Re: Round of Fire
Post by: Jagannath on December 05, 2017, 09:18:33 PM
Looks gorgeous.
Title: Re: Round of Fire
Post by: eMills on December 06, 2017, 01:24:33 AM
Book looks awesome! Congratulations. 👍

I look forward to being able to pock up a copy.
Title: Re: Round of Fire
Post by: Sangennaru on December 06, 2017, 08:47:59 AM
Thank you all!!!
This encouragement means a lot!

I'm thinking as a release date the 15th of December. Is that too close to holidays? I'm not after huge sales, but it would be a pity to get the christmas timing all wrong.
Title: Re: Round of Fire
Post by: FramFramson on December 06, 2017, 09:13:03 AM
This is finally coming out - I'm so excited!

I remember the first drafts from a couple years back and wow has this come a long way!
Title: Re: Round of Fire
Post by: Jagannath on December 06, 2017, 10:30:54 AM
Pretty good timing I reckon - a week or so to mull it over then a lovely PD to read over the break.
Title: Re: Round of Fire
Post by: Sangennaru on December 06, 2017, 11:38:24 AM
This is finally coming out - I'm so excited!

I remember the first drafts from a couple years back and wow has this come a long way!

I remember that too, a lot of things happened since then indeed! :)

Besides, i'm not done with Zanshin, and it's nicer now too! ^^ You'll see, hopefully it'll be on WGV one day too.

Pretty good timing I reckon - a week or so to mull it over then a lovely PD to read over the break.

I hope you're right... it's a simple PDF release,after all. I shouldn't be that worried, i guess.
Title: Re: Round of Fire
Post by: Comsquare on December 07, 2017, 08:48:50 PM
I remember that too, a lot of things happened since then indeed! :)

Besides, i'm not done with Zanshin, and it's nicer now too! ^^ You'll see, hopefully it'll be on WGV one day too.

I hope you're right... it's a simple PDF release,after all. I shouldn't be that worried, i guess.

But there will be a printed version as well, right Jack  :)
Title: Re: Round of Fire
Post by: Sangennaru on December 09, 2017, 08:03:52 PM
But there will be a printed version as well, right Jack  :)

There will be for sure! I just don't want it to be temporary, or to release errata! I'd rather wait a month or two more and have it solid. :)
Title: Re: Round of Fire
Post by: Jagannath on December 11, 2017, 03:54:55 PM
Stoked for this. Quick Q - I'm sure somewhere I saw a tutorial/post about you making your concrete board - I thought it was this thread, but it's not. Any idea where I can find it?
Title: Re: Round of Fire
Post by: YPU on December 11, 2017, 04:29:05 PM
Stoked for this. Quick Q - I'm sure somewhere I saw a tutorial/post about you making your concrete board - I thought it was this thread, but it's not. Any idea where I can find it?

Chances are you are going to find that on Jacks own web page: http://thelazyforger.com/ (http://thelazyforger.com/)
Title: Re: Round of Fire
Post by: Jagannath on December 11, 2017, 09:50:30 PM
Thanks YPU - I did have a look but couldn't see what I was looking looking for.  I realise now though that maybe I was mixing up the round of fire board and the concrete road tutorial, which is excellent!
Title: Re: Round of Fire
Post by: Sangennaru on December 12, 2017, 08:51:10 AM
Thanks YPU - I did have a look but couldn't see what I was looking looking for.  I realise now though that maybe I was mixing up the round of fire board and the concrete road tutorial, which is excellent!

Thank you Jagannath! The table was made with a quite different technique, though. The two tutorials that cover this (at least partially) are:

http://thelazyforger.com/tutorials/preparing-a-plaster-board/
http://thelazyforger.com/tutorials/urban-fences-and-concrete-constructions/

I basically created a simple mold for square tiles, Then cast them a few times. :)
Title: Re: Round of Fire
Post by: Jagannath on December 12, 2017, 10:43:59 AM
Ah OK thanks - I think the concrete roads might better suit my needs here (not sure I can brave casting things myself!). Cheers matey.
Title: Re: Round of Fire
Post by: Sangennaru on December 15, 2017, 11:52:44 AM
Happy to help! Casting plaster is actually relatively easy, but mdf is probably simplier.

MEANWHILE: i've started uploading the free counters and boards on Wargame Vault, and some fillable custom cards too. Tomorrow - or on sunday - I'll finally release the manual, I can't wait!

http://www.wargamevault.com/product/228728/Round-of-Fire--Elements-Cards-Templates
http://www.wargamevault.com/product/228713/Round-of-Fire--Wheel-and-Tokens

(http://thelazyforger.com/wp-content/uploads/2017/12/wheelsPreview.png)

Anyone interested can start by grabbing the tokens, i'll upload the finished manual right away!

Cheers
Jack
Title: Re: Round of Fire
Post by: Sangennaru on December 16, 2017, 01:20:57 PM
Guys,

THE MANUAL IS ON WARGAME VAULT!

http://www.wargamevault.com/product/227996/Round-of-Fire--Core-Rules

That's a new emotion for me, something really great!


(http://thelazyforger.com/wp-content/uploads/2017/12/RofFb.png) (http://www.wargamevault.com/product/227996/Round-of-Fire--Core-Rules)
Title: Re: Round of Fire - Grab your Copy!
Post by: YPU on December 16, 2017, 03:01:17 PM
I can only add: HELL YEAH!  :D
Title: Re: Round of Fire - Grab your Copy!
Post by: Comsquare on December 16, 2017, 04:22:48 PM
Congrats, Jack, am downloading right now  :D
Title: Re: Round of Fire - Grab your Copy!
Post by: Jagannath on December 16, 2017, 04:30:07 PM
Fantastic - well done mate. I'm out this evening but I'll gab a copy tomorrow. Can't wait to see it all.
Title: Re: Round of Fire - Grab your Copy!
Post by: fred on December 16, 2017, 04:43:17 PM
Looks really good - great presentation
Title: Re: Round of Fire - Grab your Copy!
Post by: Sangennaru on December 16, 2017, 06:11:14 PM
Thank you all! I've already done some sales, you're being SO kind!!!

And please, join the group on Facebook too and share your questions and stuff. I'm really planning to let RoF grow and become a big thing, if you all will help me!

Jack
Title: Re: Round of Fire - Grab your Copy!
Post by: Comsquare on December 16, 2017, 06:14:52 PM
Thank you all! I've already done some sales, you're being SO kind!!!

And please, join the group on Facebook too and share your questions and stuff. I'm really planning to let RoF grow and become a big thing, if you all will help me!

Jack

Sorry, am not doing facebook, but will bother you with questions none the less  lol
Title: Re: Round of Fire - Grab your Copy!
Post by: Sangennaru on December 16, 2017, 06:24:21 PM
Who knows, maybe the Prof will allow a dedicated sub-forum here?
Title: Re: Round of Fire - Grab your Copy!
Post by: YPU on December 16, 2017, 07:26:45 PM
Who knows, maybe the Prof will allow a dedicated sub-forum here?

Sounds good to me!
Title: Re: Round of Fire - Link on p.1!
Post by: Sangennaru on December 17, 2017, 04:40:01 PM
We'll see what we'll get. It all depends by the player base, i assume. :)

Meanwhile, a more in-depth description of the game on my site:
http://thelazyforger.com/games/round-of-fire (http://thelazyforger.com/games/round-of-fire)

Cheers
Jack
Title: Re: Round of Fire - Link on p.1!
Post by: YPU on December 18, 2017, 01:52:16 PM
I've left my review on wargames vault, quoted here for your convenience:

Quote
Full disclosure, I was involved in playtesting this game and received my copy for free because of it.

Round of Fire isn't a game that sets out the re-invent the wheel and becomes another dime a dozen skirmish game. Instead, it invented a new wheel, the eponymous "round of fire" which completely breaks up the classical turn structure we have all grown used to. Instead, the speed of a unit's action, as well as suppression by enemies will determine what unit acts when. This adds an element to the game hardly ever seen in others, tense timing! It is maybe the closest to "real-time gaming" you can get with a miniatures wargame, and makes the fight one of the most dynamic you will ever play.

The combat overall combat mechanics are nothing new under the sun, requiring a roll from the attacker and the defender. It's quick and unobtrusive. Where things get interesting is the "shock" value of weapons which acts as a suppression and pinning mechanism, delaying a unit's action on the wheel. The time (or distance?) between 2 units on the wheel will determine if a unit is capable of returning fire instantly.

My greatest critique would probably that the point system is in depth to a fault, it reminds me a bit of older days of Warhammer, where some equipment change might cost a single point. Still, some others might find value in this and spend hours tweaking their lists. Definitely, the game has an interesting army building mechanic. there are relatively few units, available to all, but each faction will influence how much units and particular upgrades cost, or even prevent the purchase of specific ones.

A surprising plus is the overall quality and presentation of the book. The layout and graphic design are better than many "professional" games out there! full of well drawn and clear diagrams as well as evocative pictures of miniatures "in action" Even though the game is meant to be setting neutral is has more character than many setting specific books.

All in all, RoF is the first game where I didn't feel like it was my turn to activate my army or even just a unit. Instead always felt like it was "now" and a unit needed to decide what their best course of action would be then and there.
Title: Re: Round of Fire - Link on p.1!
Post by: Sangennaru on December 19, 2017, 09:27:10 AM
That's VERY kind Tim, thank you! :)

As a sweet news, we're on TGN too: https://www.tabletopgamingnews.com/round-of-fire-miniatures-skirmish-game-now-available/

:)
Title: Re: Round of Fire - Link on p.1!
Post by: Sangennaru on December 22, 2017, 08:18:29 AM
Meanwhile, a couple of figures i painted for my elite band: I'm going to feature these in a heroic 6-players mini expansion, to show the boardgame-ish aspect of the game!

(http://thelazyforger.com/wp-content/uploads/2017/12/25577292_10214822561780233_2077120091_o.jpg)

(http://thelazyforger.com/wp-content/uploads/2017/12/25674582_10214839879573167_2028369799_o.jpg)
Title: Re: RoF - on Wargame Vault!
Post by: Jagannath on December 22, 2017, 09:35:46 AM
Loos brill mate - that's the same guy with different equipment yeah? I'm just about to order my copy - I'll sit down with the iPad this weekend and get to grips. Stoked!
Title: Re: RoF - on Wargame Vault!
Post by: Jagannath on December 22, 2017, 09:45:45 AM
This is a gorgeous PDF mate...
Title: Re: RoF - on Wargame Vault!
Post by: Sangennaru on December 22, 2017, 10:41:11 AM
Loos brill mate - that's the same guy with different equipment yeah? I'm just about to order my copy - I'll sit down with the iPad this weekend and get to grips. Stoked!

I wanted to have them with the same palette, but they are more like... brothers? :D

This is a gorgeous PDF mate...

Thank you man! :)
I'm a bit stalled with the sales, I guess I covered my audience entirely. I have a few reviews and articles that will come with the next year, for now it just need sharing, i guess. I'm very present on Facebook but i don't use forums much (other than LAF), or reddit and such.

Any suggestion is welcome! :)

Jack
Title: Re: RoF - on Wargame Vault!
Post by: zemjw on December 22, 2017, 10:56:42 AM
You may get another sale soon - just reading through this thread to see how things play before deciding :)

The link to your website a couple of message up has a problem - you've missed the ";" after http - http//thelazyforger.com/games/round-of-fire
Title: Re: RoF - on Wargame Vault!
Post by: Sangennaru on December 22, 2017, 11:06:43 AM
You may get another sale soon - just reading through this thread to see how things play before deciding :)

The link to your website a couple of message up has a problem - you've missed the ";" after http - http//thelazyforger.com/games/round-of-fire

O thank you!!! I just fixed it.

By the Way, there is a very nice video done by a user (Sean Gewecke) during the beta-testing season earlier this year. The video is quite long and some parts can be bypassed, but it does shows the rules with only minor errors.
I'll see to do some more concise videos in the future, for now here's the link!

http://www.youtube.com/v/sz1BW_wLruw

Cheers,
Jack
Title: Re: RoF - on Wargame Vault!
Post by: Sangennaru on December 22, 2017, 06:27:02 PM
Meanwhile, i finally managed to add some full-size preview on Wargame Vault. A bunch of pages, but still it gives the idea.
Actually, I've uploaded the whole chapter regarding the wheel!

(http://thelazyforger.com/wp-content/uploads/2017/12/wheelPreview.jpg) (http://www.wargamevault.com/product/227996/Round-of-Fire--Core-Rules)

http://www.wargamevault.com/product/227996/Round-of-Fire--Core-Rules

BTW, if someone has a TMP account and is kind enough to tell the people there about that, it would be lovely!
http://theminiaturespage.com/news/talk/msg.mv?id=611366979
Title: Re: RoF - on Wargame Vault!
Post by: Sangennaru on December 28, 2017, 07:02:42 PM
Meanwhile, a few shots of today's game! Some random pictures as the game was to show the rules only, so an AAR might be hard to follow. Still, some nicely coordinated actions really destroyed my hopes for victory.

(http://thelazyforger.com/wp-content/uploads/2017/12/DSC09389.jpg)

(http://thelazyforger.com/wp-content/uploads/2017/12/DSC09390.jpg)

(http://thelazyforger.com/wp-content/uploads/2017/12/DSC09392.jpg)

(http://thelazyforger.com/wp-content/uploads/2017/12/DSC09393.jpg)

(http://thelazyforger.com/wp-content/uploads/2017/12/DSC09395.jpg)

Cheers! And please do share yours too!

 Jack
Title: Re: RoF - on Wargame Vault!
Post by: Manchu on January 02, 2018, 11:59:31 AM
Picked up a copy from WGV - very intrigued by the wheel and eager to get it on the table.
Title: Re: Round of Fire
Post by: YPU on January 02, 2018, 01:39:54 PM
Welcome to the club! If we had tables they would be round.  ;D
Title: Re: Round of Fire
Post by: Sangennaru on January 03, 2018, 10:15:39 PM
Picked up a copy from WGV - very intrigued by the wheel and eager to get it on the table.

Well, that's great to hear! :)

For any impression or question feel free to write here! :) Somehow i'm managing to sell a few copies every day or so, and the thing is spreading!
I can't wait to read some more battle reports soon! :)
Title: Re: Round of Fire
Post by: Sangennaru on January 04, 2018, 03:21:10 PM
Meanwhile, it appears we became silver sellers on Wargame Vault! Not sure what that means, but still, it sounds like a nice thing. :)

(http://thelazyforger.com/wp-content/uploads/2018/01/silverSeller.jpg)

http://www.wargamevault.com/product/227996/Round-of-Fire--Core-Rules
Title: Re: Round of Fire
Post by: Parkaboy on January 04, 2018, 03:26:34 PM
Meanwhile, it appears we became silver sellers on Wargame Vault! Not sure what that means, but still, it sounds like a nice thing. :)

(http://thelazyforger.com/wp-content/uploads/2018/01/silverSeller.jpg)

http://www.wargamevault.com/product/227996/Round-of-Fire--Core-Rules

I just bought this,  and the weapon cards PDF is corrupted. I can read the first page, the second page is scrambled, and so on.
Title: Re: Round of Fire
Post by: Sangennaru on January 04, 2018, 03:28:17 PM
I just bought this,  and the weapon cards PDF is corrupted. I can read the first page, the second page is scrambled, and so on.

You're the first having the issue! Let me try right away! I should fix it asap! PM incoming!
Title: Re: Round of Fire
Post by: Parkaboy on January 04, 2018, 05:48:09 PM
Still having the same issue. I sent you my email. I can show you a pic of what's going on.

Entirely separate, what mat do you use in the rulebook examples? I like it.
Title: Re: Round of Fire
Post by: Sangennaru on January 04, 2018, 05:53:48 PM
And replied! Very curious to learn more about this. I'm somehow glad that the other buyers didn't find issues with that, but it's still VERY weird.

Entirely separate, what mat do you use in the rulebook examples? I like it.

Thank you! It's actually a physical and hand painted table - assuming you're referring to the tiled one - i did with individual 5cm plaster squares on MDF. I'm planning to scan and put it on WgV too, if i manage to keep the quality high. :)

(http://thelazyforger.com/wp-content/uploads/2018/01/P8236987.jpg)

(http://thelazyforger.com/wp-content/uploads/2018/01/P4307296.jpg)

Cheers, will wait for the mail!
Jack
Title: Re: Round of Fire
Post by: Omac 247 on January 09, 2018, 10:05:39 AM
Sadly, I had the same problem with my weapon files too, I 've just not had a chance to do anything about it yet :(
Title: Re: Round of Fire
Post by: Sangennaru on January 09, 2018, 10:20:07 AM
Sadly, I had the same problem with my weapon files too, I 've just not had a chance to do anything about it yet :(


I will regenerate it and update in the January release (in a week or so!), but apparently the only required fix was to update acrobat. Did you try to open it with Chrome/Firefox?

Cheers
Jack
Title: Re: Round of Fire
Post by: Sangennaru on January 10, 2018, 03:09:15 PM
Meanwhile, My gaming table has been fully digitalized and is now on Wargame Vault!

http://www.wargamevault.com/product/230740/Industrial-Battleground-Mat

(http://thelazyforger.com/wp-content/uploads/2018/01/presentation-1.jpg)

Title: Re: Round of Fire
Post by: Sangennaru on January 12, 2018, 01:48:24 PM
Hi everyone!
A very well written and thorough review of Round of Fire can be read on Michael Charge's blog on this link:
http://hntdaab.co.uk/blog/2018/01/12/impressions-round-fire-universal-skirmish-rules/

That's some seriously thrilling thing to read!

Jack
Title: Re: Round of Fire
Post by: Omac 247 on January 18, 2018, 10:03:45 AM
 
Nice review, and a nice table too  :)
Thanks for the quick response concerning the file, I'm sure it'll be fine, will check for an updated version as soon as I can, real-world stuff has been crazy recently so gaming has taken a back seat.
Am hoping to try a skirmish with some mates next week, so will let you know how it goes
Title: Re: Round of Fire
Post by: Sangennaru on January 19, 2018, 10:55:52 AM

Nice review, and a nice table too  :)
Thanks for the quick response concerning the file, I'm sure it'll be fine, will check for an updated version as soon as I can, real-world stuff has been crazy recently so gaming has taken a back seat.
Am hoping to try a skirmish with some mates next week, so will let you know how it goes

Thanks for the patience, hopefully i'll fix all within the next release!

Meanwhile, an interesting AAR has been posted on ImgUr, and the game has been played on Tabletop Simulator! I am just posting this, not part of the game myself.

https://imgur.com/a/W5kT0

(https://i.imgur.com/HipPLkO.jpg)

(https://i.imgur.com/qPFs1Vm.jpg)

(https://i.imgur.com/oOPK0Sx.jpg)

Cheers
Jack
Title: Re: Round of Fire
Post by: Omac 247 on January 25, 2018, 01:53:47 PM
Huzzah !
went through Chrome, and all downloads went perfectly, playtest is probably going to be delayed, but still trying to stay on track
Title: Re: Round of Fire
Post by: Sangennaru on August 25, 2018, 05:25:28 PM
Time passed, and while I spent some serious time on other projects, the RoF plans are slowly proceeding.

Right now the Fantasy expansion is almost completed, and we tried our first game with the new factions and units today!

Since it's not Future Wars stuff, i'll just link to the AAR here.
http://leadadventureforum.com/index.php?topic=111565
There i'm also showing some insights on the units creation, which is now improved a lot!

(http://thelazyforger.com/wp-content/uploads/2018/08/P8258196.jpg)

Cheers,
Jack
Title: Re: Round of Fire
Post by: Sangennaru on August 06, 2019, 10:14:21 PM
Time for some threadomancy.

A lot of water has passed under the bridge and it's time for an update regarding Version 2 of Round of Fire.
Some of the stuff has been written in the RoF Legends thread in the fantasy board: https://leadadventureforum.com/index.php?topic=111565.0

(http://thelazyforger.com/wp-content/uploads/2019/08/DSC03990.jpg)

(http://thelazyforger.com/wp-content/uploads/2019/08/DSC03982.jpg)

but some of the changes are still ongoing. After the latest brainstorming sessions and a test game tonigh, the combat system for RoF V2 seems to take some changes. The goal is to streamline the combat and increase the focus on the wheel:

- Defense rolls are NOT related to the number of successes. This allows a much quicker roll for both players.

- Standard threholds are at 4+ (everything shifted down) to better use the 3+ and 5+ options, while a 6+ is half as good as 5+ and it's bad.

- Different weapons will have different possible actions. Including Suppress, Aim, Rapid Fire, Spread Fire (for ranged) and Feint, Charged Blow, Fumble and others (for melee weapons).
Conversely, weapons in the same tier will have similar attack values, focusing more on the special rules

- Assault and Engage/Charge will be standard actions with an additional cost (indicated as a second number for the Movement actions) and accuracy penalties.

Needless to say, all the stats will be tweaked accordingly.

Below, the photo of an updated card, aligned with the latest rules:

(http://thelazyforger.com/wp-content/uploads/2019/08/mohawk_0.3.jpg)


C&C very much welcome, every input is precious!

Cheers
Jack
Title: Re: Round of Fire
Post by: Sangennaru on August 09, 2019, 04:26:43 PM
After another game-design session and a test, we've finally found a convincing system for Suppression and Cover in V2. It might sound simple, as it SHOULD, but having all the math and the user experience work well on this took a few tries.

so:
- with the new "fixed" defense dice pool, cover adds dice to that. I liked the old "half or a third of the dice are removed", but that required MATH and doing that every time made the game crankier.
For instance, a simple brick wall gives +2 dice of cover, while intersecting cover gives +1.
- MEANWHILE, the option of Suppressing returns to be useful: At the cost of (often) extra Steps and one range increment (so +1 difficulty to hit), the 1s in the dice rolls have a Shock effect on the opponent. This means that in average a 3 figures team with Assault Rifle (damage 4) can suppress by 2 Steps with a full round of fire.
Of course, sacrificing a +1 to hit for a chance of suppressing isn't great in open field. BUT if the opponent has a lot of defence and it is likely that he ignores the shots, the 1s become precious!

And some pics of the test:

(http://thelazyforger.com/wp-content/uploads/2019/08/DSC04130.jpg)

(http://thelazyforger.com/wp-content/uploads/2019/08/DSC04131.jpg)

Jack
Title: Re: Round of Fire
Post by: Sangennaru on December 08, 2021, 08:57:36 AM
Noooot dead yet.

In fact, several people wrote to me recently asking for updates on RoF 2. I haven't many, I've been mostly working on Full Spectrum Dominance (working name) for my 6mm project (https://leadadventureforum.com/index.php?topic=112094.new#new ) and this has been frozen for a while. HOWEVER, i still paint every now and then:

(https://thelazyforger.com/wp-content/uploads/2021/12/TacticalHero.jpg)

I also just got a brand new batch of bases. They are just like the previous batch, which I have a tutorial for here: https://thelazyforger.com/tutorials/resin-textured-bases/

(https://thelazyforger.com/wp-content/uploads/2020/12/PC110907.jpg)

Updates not-so-soon, but still. :)

Cheers
Jack