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Author Topic: Modern Skirmish Rules 15-28mm - Playtest Thread  (Read 3325 times)

Offline Splod

  • Mad Scientist
  • Posts: 676
  • Flittering from one project to another
Re: Modern Skirmish Rules 15-28mm - Playtesters wanted
« Reply #15 on: February 01, 2021, 02:15:33 AM »
Awesome, i'd be very keen for your thoughts given your experience. Also loving your militia, they look serious - what models are they?
We've  just ordered some militia from S&S for photos and play testing, so looking forward to their arrival.

Thanks! They're Elhiem Miniatures, from their Pro-Russian Militia range intended to represent the militia supporting the 'Little Green Men' who caused so much hassle during the Ukrainian Crisis in 2014. They do nicely filling much the same role in my fictional Middle East setting although have also filled the role of secret police, foreign sponsored operatives, and Government special forces.

I've responded to your PM  :D

Offline SJWi

  • Mastermind
  • Posts: 1640
Re: Modern Skirmish Rules 15-28mm - Playtesters wanted
« Reply #16 on: February 01, 2021, 11:41:24 AM »
Chaps, for those planning to play test I’ll give a bit of immediate feedback from our trial games over the weekend. The games played well, and the mechanisms seemed to work. We played two games with 12 vs 10 figures and 6 vs 5. Both took about 1 hour, but the 2nd game used the rules properly. I would start small as it is clear more detail will be added.

 A promising start, and I’m even looking at some modern figures....

Offline Badlands-Skirmish

  • Student
  • Posts: 10
Re: Modern Skirmish Rules 15-28mm - Playtesters wanted
« Reply #17 on: February 04, 2021, 04:50:48 PM »
SJWi suggested including a short section on the design philosophy in the ruleset. I thought this was a good idea, and that it might be an idea to share an initial draft here. There's obviously a lot of thinking which goes into a design and boiling it down into some principles isn't easy. None of this is particularly revolutionary, just an insight into how decisions were made.

Design Philosophy

Wargame design is a set of compromises between realism and playing experience. For Badlands we wanted to create something that was easy to pick up but could also provide a richer experience for those that wanted it.

Part of the inspiration came from a discussion with a British Major General. He argued that there was insufficient training focus on the cognitive or ‘thinking’ component of warfighting (compared to the physical and moral components) and that this could be better taught to soldiers through wargaming in both formal training settings but also informally at a unit level.

To be effective in this way, a wargame would have to be quick to pick up and play, reasonably realistic, and fun. Although Badlands is intended for a wider audience, it has been designed with these objectives in mind.

To achieve this, we had three principles: a streamlined core ruleset, a coherent broader ecosystem and limiting the amount of information players need at any one time.

A Solid Foundation

The core of the Badlands system is a short main rulebook - originally it was just 4 pages, however with pictures and examples its now about 8. To ensure that the game was quick to pick up, we sought to strip back the content, removing extraneous information to just focus on the fundamentals: turn structure, movement, shooting and tasks. We also stripped back the infantry profile to just 5 key stats (Movement, Shooting, Resilience, Fitness and Proficiency, which underpin all activity.

Focusing on the important stuff also made it easier to present the system in a (hopefully) clear and logical manner. By keeping the core simple and streamlined we wanted to avoid overloading new players with information that they didn’t need to know, while ensuring all the fundamental stuff is easily accessible in one place.

A Coherent System


We have written a set of expansions that provide a richer playing experience and introduce mechanics for a variety of weapons, equipment, and scenarios. These build upon, and remain consistent with, the foundations provided in the core ruleset. The basic stats, along with the principle of drawing a card and checking if it is lower than or equal to the target score are the same across the game.

Information to Hand

Wargames can be sprawling beasts, and while loads of detail can be fun, it can also slow play to a crawl. We wanted the players to have the detail they need, while being able to ignore the rest. To do this, weapons and equipment are presented on cards and most expansions are presented as short datasheets.

We have also sought to reduce the need for flicking back and forth to cross-check stats, rules and tables. As far as possible, rules are placed where you need them when you need them.
« Last Edit: February 05, 2021, 03:48:14 PM by Badlands-Skirmish »

Offline Badlands-Skirmish

  • Student
  • Posts: 10
Re: Modern Skirmish Rules 15-28mm - Playtesters wanted
« Reply #18 on: February 07, 2021, 09:14:09 AM »
Thoughts on reacting:

Something to consider for playtesters:

We've been thinking a bit about the reaction system recently. In the current reaction system, any unit can respond to enemy activity but they only get one action when they do so. There's no test required and they can use that action freely.

The design aim is to strike a balance where people have to keep an eye on the opponent's firing lines, while avoiding slowing the game down too much or overly incentivizing defensive / cautious play.

Some alternatives we have considered / are considering:

- Imposing a negative shooting modifier (-2) when reacting units fire.
- Introducing a mechanic where only units that have been put on 'overwatch' are able to react.
- Making any reacting unit pass a proficiency test before they can activate, (this was the original system but we found this slowed the game down and felt a bit too random).

Thoughts very welcome.

Sample alternative overwatch rule below:

Overwatch

When a unit activates, instead of using their actions, you may elect to put them on overwatch. Overwatching units are able to respond to enemy activity and temporarily seize the initiative. It costs all a unit’s actions to put them on overwatch for the round. When a unit goes on overwatch, place a marker next to them as a reminder.


Reacting

To respond to enemy activity you should pick an overwatching unit that can trace line of sight to an active enemy unit. You should also specify exactly when/where you are interrupting the active unit’s action. Remember, units may only trace line of sight from their frontal arc.

No test is required, overwatching units may automatically activate when they see something. When an overwatching unit activates, it only gets one action.
Notes:
-   A player may have multiple overwatching units react, one after another, as long as they can all see an active enemy unit – (not necessarily the same active unit).
-   A player may not have their units ‘react’ to an opponent’s reaction.
-   If a reacting unit prevents the active unit from conducting their action, e.g. by retreating out of line of sight or putting down smoke, the active unit may declare an alternative action when they regain the initiative. 
-   If the reacting unit successfully shoots the active unit. The active unit may not complete their action / activation.
-   If a unit is still on overwatch at the end of the round they do not activate. Remove its marker and begin the next round.



PS threads are better with pictures so I'll try to post some later.
« Last Edit: February 07, 2021, 11:19:27 AM by Badlands-Skirmish »

Offline Badlands-Skirmish

  • Student
  • Posts: 10
Re: Modern Skirmish Rules 15-28mm - Playtest Thread
« Reply #19 on: February 17, 2021, 08:46:41 PM »
I've been mainly working on vehicles rules (which are now getting there) but managed to find time at the weekend to paint a couple of insurgents.



Offline Splod

  • Mad Scientist
  • Posts: 676
  • Flittering from one project to another
Re: Modern Skirmish Rules 15-28mm - Playtest Thread
« Reply #20 on: February 18, 2021, 03:11:41 AM »
Lovely! I'm madly cramming for my final exam (and juggling a newborn) so am really looking forward to getting this on table!

Lovely insurgents by the way  :D

Offline Badlands-Skirmish

  • Student
  • Posts: 10
Re: Modern Skirmish Rules 15-28mm - Playtest Thread
« Reply #21 on: February 18, 2021, 02:06:38 PM »
Lovely! I'm madly cramming for my final exam (and juggling a newborn) so am really looking forward to getting this on table!


Congratulations. Looking after a newborn is tough but pretty great (as I am sure you are very aware). Good luck with the exam!


--

Badlands uses playing cards instead of dice. Continuing the theme, I have tried to make as much as possible available as cards, eg.g weapons, equipment and now vehicles. I have included a mock up of a vehicle profile below, the card is designed so you can customize the armament and any add-ons by stacking with weapon and equipment cards. 


Offline Badlands-Skirmish

  • Student
  • Posts: 10
Re: Modern Skirmish Rules 15-28mm - Playtest Thread
« Reply #22 on: May 21, 2021, 07:21:10 PM »
Just issued updated and issued new playtest rules, so check your inboxes - thanks for comments and feedback so far, they've been really helpful. Great pictures too.

The main changes have been to:
- Bring forward a more nuanced damage model to reduce lethality
- Revise overwatch to reduce the incentive to play overly cautiously
- Revise activation, reducing the number of actions from three to two, to speed up play a little.

Overall we have kept it pretty streamlined and hopefully the areas where we have added a bit of complexity enhance the playing experience.

If anyone else is keen to play test, do send me a PM.

Offline Dr. Zombie

  • Scatterbrained Genius
  • Posts: 3091
Re: Modern Skirmish Rules 15-28mm - Playtest Thread
« Reply #23 on: May 25, 2021, 11:09:12 AM »
Now I almost feel bad that I have not had a chance to actually play these rules yet.

 

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