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Author Topic: Generic modern-future-postapoc skirmish point system  (Read 2550 times)

Offline Sangennaru

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Generic modern-future-postapoc skirmish point system
« on: May 04, 2013, 07:00:03 PM »
Hi fellas,


i just stumbled around Two Hours Wargames ruleset named Chain Reaction, and its wwii-esque counterpart NUTS!

I've to say, the system itself is pretty good, but totally lacks of armylists with points per units, and considering that it's a pretty famous game it's quite a pity. Is there any way to get a balanced point system to obtain balanced teams, without leaving all the variables to a dice when creating the warbands?

Next game i'll try the Showdown rules from Savage Worlds, which are pretty interesting and deep, but not very fast, and lack some combat dynamics that a Game Master should be supposed to manage.

Any suggestions? I know there are many other threads about similar topics, but the point costs of models is mostly unconsidered, and i think that for a good and fun game with friends some basic rules for the warbands are really necessary.

thanks,

Jack

Offline Sangennaru

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Re: Generic modern-future-postapoc skirmish point system
« Reply #1 on: May 06, 2013, 11:45:44 AM »
hum, the question is pretty logic, but looks like anyone else is looking for such a system =(

Offline Agis

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Re: Generic modern-future-postapoc skirmish point system
« Reply #2 on: May 06, 2013, 11:50:06 AM »
Hmm, more or less exactly what I am doing at the moment with ViDe Planetfall:
http://leadadventureforum.com/index.php?topic=38951.0
 ;)
Release is planned for 2nd half of 2013.
cheers and keep on gaming, Agis - http://www.adpublishing.de

Offline NurgleHH

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Re: Generic modern-future-postapoc skirmish point system
« Reply #3 on: May 06, 2013, 07:52:52 PM »
Hmm, more or less exactly what I am doing at the moment with ViDe Planetfall:
http://leadadventureforum.com/index.php?topic=38951.0
 ;)
Release is planned for 2nd half of 2013.
Some "silent" advertisement for your System???
Victory Decision Vietnam here: leadadventureforum.com/index.php?topic=43264.0

Victory Decision Spacelords here: leadadventureforum.com/index.php?topic=68939.0

My pictures: http://pictures.dirknet.de/

Offline Agis

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Re: Generic modern-future-postapoc skirmish point system
« Reply #4 on: May 06, 2013, 07:58:28 PM »
Only a constructive pointer... ;)

Offline Sangennaru

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Re: Generic modern-future-postapoc skirmish point system
« Reply #5 on: May 06, 2013, 08:09:06 PM »
Only a constructive pointer... ;)

and i appreciate it ;)

but at the moment your system covers only platoon level games (maybe a small platoon, but still it's bound to the organization of the squads). Will be there some kind of free aggregation of people?

I really understand that it could mess up for the balancing, but it is great to choose individually the characters, expecially when you are playing with 10 men!

Offline Machinegunkelly

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Re: Generic modern-future-postapoc skirmish point system
« Reply #6 on: May 06, 2013, 08:40:50 PM »
The ruleset Iīve been "goofing" around with when playing PA aka Fallout inspired games are a rule set called Wasteland. I can mail it to you if you want, just PM me.

Recently Iīve stumbled upon a ruleset called Wastelands 3. It seem to be an updated version of it, but I can really tell since I havenīt really checked it out. But it seems ok.

Offline Red Orc

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Re: Generic modern-future-postapoc skirmish point system
« Reply #7 on: May 07, 2013, 01:46:18 PM »
It's difficult to extrpolate without knowing the system mechanics but as long as you're not involved in totally asymetric encounters (swarms of unarmoured natives/zombies/animals/redcoats/redshirts) versus dragons, gods, Gundam-suits etc, then you can wing it, can't you?

As a suggestion:

Each side gets to pick 4 basic troopers, one specialist (has a specialist weapon OR a combat skill) and one leader (has a specialist weapon/combat skill, and a bonus to leadership statistic).

Up to 6 further troopers are available, as are the following upgrades:

Upgrade the armour in the patrol from 'none' to 'light'. This decreases the number of further troopers available by 2.

Upgrade the armour in the patrol from 'none' to 'heavy'. This decreases the number of further troopers available by 4.

Upgrade one trooper to another specialist (has a specialist weapon OR a combat skill). This decreases the number of further troopers available by 2 (including the new specialist). This may be applied multiple times to different figures.

Each patrol must include at least 4 basic troopers, a specialist and a leader.

So a patrol ranges from 10 regular troopers, one specialist and a leader, to four basic troopers, 2 specialists (one original, one 'bought') and a leader, all with heavy armour. Other possible combinations include 8 basic troopers, a specialist and a leader, with light armour; 4 basic troopers, 4 specialists and a leader, with no armour; 6 basic troopers, a specialist and a leader with heavy armour etc.

Does that make sense? It's not exactly 'point balancing' but it might go some way to establishing equivalence for different upgrades. It's quite rough and ready but without playtesting it can't be more accurate I don't think (I don't even know if your troops can take armour, for instance).


EDIT: perhaps a simpler way to explain it is this:

Requisition Points:

Each Patrol starts with 4 troopers, 1 specialist and 1 leader; all Patrols must include these figures.

Upgrades:
Troopers = 1RP each
Specialist = 2RP
Light Armour for Patrol = 2RP
Heavy Armour for Patrol = 4RP

Each player has 6RP to spend on upgrades.

Looking at it this way implies that the Patrol could theoretically take something that costs 6RP - perhaps a vehicle or combat-robot or something? - if they didn't take any other upgrades.
« Last Edit: May 07, 2013, 02:01:30 PM by Red Orc »

 

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