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Author Topic: Super Mission Force! (Erethor's Supers AAR/Log)  (Read 8268 times)

Offline Erethor

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Re: Super Mission Force! AAR/Log
« Reply #15 on: 29 November 2016, 07:54:38 PM »
I am loathe to move too far away from the core of Goalsystem. So I don't want to go there yet.

But I have considered it!  ;)

The KO check change is milder in my mind. The games are fast and furious because of this combined attack / defense mechanic. It's just striking that balance that's the trick.



So, my experiences with the game is that battles are super-fast, but super-deadly, with the occasional bad-roll causing a one-hit KO. It can sometimes be a bit of a disappointment to lose a figure so fast.

If you were trying to keep figures/battles going a bit longer, it seems like it would be a good experiment to try a few games with the KO roll at TN3, though perhaps not immediately change it until more feedback is acquired.

Offline fourcolorfigs

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Re: Super Mission Force! AAR/Log
« Reply #16 on: 29 November 2016, 07:59:51 PM »
So, my experiences with the game is that battles are super-fast, but super-deadly, with the occasional bad-roll causing a one-hit KO. It can sometimes be a bit of a disappointment to lose a figure so fast.

If you were trying to keep figures/battles going a bit longer, it seems like it would be a good experiment to try a few games with the KO roll at TN3, though perhaps not immediately change it until more feedback is acquired.

Ok. I am going to play a few games with the base KO of TN3. Would you do that too so we can get a decent sample of games for feedback?
Scott P.
http://scott-pyle.tumblr.com/
http://www.four-colorstudios.com/


======
"The world breaks everyone, and afterward, some are strong at the broken places."

--Ernest Hemingway

Offline fourcolorfigs

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Re: Super Mission Force! AAR/Log
« Reply #17 on: 29 November 2016, 09:21:47 PM »
Had a longer think on this while driving to work. A few easy "fixes" that might make for slightly tougher characters:

-- Add +2 Body / +2 Psyche to every starting profile

-- Lower base KO check to TN3

And then perhaps a more ambitious addition:

Recovery Check
Use a special action and make a Chance roll. Any goals scored on the check allow the you to recover lost Body or Psyche on a 1 for 1 basis. You can mix your recovery between Body and Psyche. You cannot recover more lost damage than you started the game with.

Example: Doc Shock is hurting, down 2 Body and 1 Psyche. He uses a special action and makes a 2D check, scoring 2 goals! He chooses to recover 1 Body and 1 Psyche.


Thoughts on this?

Offline fergal

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Re: Super Mission Force! AAR/Log
« Reply #18 on: 29 November 2016, 09:27:35 PM »

Recovery Check
Use a special action and make a Chance roll. Any goals scored on the check allow the you to recover lost Body or Psyche on a 1 for 1 basis. You can mix your recovery between Body and Psyche. You cannot recover more lost damage than you started the game with.

Example: Doc Shock is hurting, down 2 Body and 1 Psyche. He uses a special action and makes a 2D check, scoring 2 goals! He chooses to recover 1 Body and 1 Psyche.


Thoughts on this?

This particular solution doesn't stop the 'one crappy roll' and your out possible issue.  And it adds quite a bit of time/fiddly-ness to each round. 

A couple of extra body/psyche points isn't radical and doesn't add anything new to remember, just adds a bit more staying power.

Offline fourcolorfigs

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Re: Super Mission Force! AAR/Log
« Reply #19 on: 29 November 2016, 09:33:01 PM »
This particular solution doesn't stop the 'one crappy roll' and your out possible issue.  And it adds quite a bit of time/fiddly-ness to each round. 

A couple of extra body/psyche points isn't radical and doesn't add anything new to remember, just adds a bit more staying power.

Well, not everyone has to do it. You would need to use a special action to do a recovery check.

Anyway, I think I will up the starting Body / Psyche totals. Seems like an easy, non-controversial helper, if not a total fix.

Offline kimryoung

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Re: Super Mission Force! AAR/Log
« Reply #20 on: 30 November 2016, 02:29:18 AM »
I like the idea of upping the starting levels as a solution. Adding the TN3 KO check also work.

Not a fan of the recovery idea as this just negates the Healing and Regen powers.

Lets just try the higher body/psyche and TN3 KO check for know.

Kim

Offline fourcolorfigs

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Re: Super Mission Force! AAR/Log
« Reply #21 on: 30 November 2016, 03:13:53 AM »
I like the idea of upping the starting levels as a solution. Adding the TN3 KO check also work.

Not a fan of the recovery idea as this just negates the Healing and Regen powers.

Lets just try the higher body/psyche and TN3 KO check for know.

Kim

Yep, that's the plan. Excited to play some games with these adjustments!

Offline Erny

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Re: Super Mission Force! AAR/Log
« Reply #22 on: 30 November 2016, 03:15:17 PM »
I hadn't mentioned it because I figured it was just a design philosophy but yeah I did find games tobe quite short because of the hit points totals. An extra couple of hits may well be the sweet spot.

Would you also increase the maximum hits for henchmen groups?

Offline fourcolorfigs

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Re: Super Mission Force! AAR/Log
« Reply #23 on: 30 November 2016, 03:28:40 PM »
I hadn't mentioned it because I figured it was just a design philosophy but yeah I did find games tobe quite short because of the hit points totals. An extra couple of hits may well be the sweet spot.

Would you also increase the maximum hits for henchmen groups?

We'll leave Henchmen as is for now.

I am going to play some games tomorrow so I hope to get some firsthand experience with the increased totals.

I think we will reach a sweet spot with that and the TN3 base KO check.

Offline Bloodaxe

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Re: Super Mission Force! AAR/Log
« Reply #24 on: 01 December 2016, 02:38:36 AM »
Wow, this looks great.  Are there stat write-ups for any major comic heroes like Captain America, Deadshot, Batman or Wolverine ?
Thanks for posting.
« Last Edit: 01 December 2016, 02:56:58 AM by Bloodaxe »

Offline fourcolorfigs

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Re: Super Mission Force! AAR/Log
« Reply #25 on: 01 December 2016, 10:21:34 AM »
Wow, this looks great.  Are there stat write-ups for any major comic heroes like Captain America, Deadshot, Batman or Wolverine ?
Thanks for posting.

I started a tumblr to post images for my SMF design and test work:

https://supermissionforce.tumblr.com/

More to come!

Offline Erethor

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Re: Super Mission Force! (Erethor's AAR/Log)
« Reply #26 on: 05 December 2016, 07:11:25 AM »
Several updates to the SMF rules, but haven't had any time to play any games. Gonna fix that! But first, getting back to rebasing some more clix figures...



It's not a comic book if it doesn't have gorillas! (Seriously, there's an urban legend that Gorillas on comic covers led to boosted sales!)

I use Loctite Gel Control super glue to help avoid "frosting" and base the figures on 30mm clear round bases from Litko (http://www.litko.net/)

One of the gorillas pictured above is half painted in a pale color. I intend to paint him up as Solovar, chief of security in Gorilla City! (pictured below)



Mostly I'll be repainting him to make him stand out, seeing as how he and Grodd are actually the same figure!

Offline Erethor

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Re: Super Mission Force! (Erethor's AAR/Log)
« Reply #27 on: 08 December 2016, 12:28:02 AM »
After a quick paintjob, I have my gray gorilla, Solovar!



This should help him stand out enough from the Grodd figure




Beginning work on some more papercraft terrain, this time for Gorilla City.



This tree is from Fat Dragon Games (http://www.drivethrurpg.com/browse/pub/346/Fat-Dragon-Games), as are a bunch of my city buildings seen previously.



Offline Erethor

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Re: Super Mission Force! (Erethor's Supers AAR/Log)
« Reply #28 on: 12 December 2016, 01:22:08 PM »
The final battle of our mini-SMF "campaign"! (not really a campaign in the traditional sense. More just making up plot as an excuse for our game setup)

As the heroes investigate the stolen machine, one of the villains sneaks a small box onto it. With a push of a button, the mysterious machine teleports away, taking our heroes with it!

The Justice League receives a transmission from Solovar, chief of security in Gorilla City. Grodd had hired the Rogues to steal this machine! And he has taken over the minds of the Gorilla City soldiers! And using the machine's ability to manipulate anti-gravitons, Grodd now has an army of flying Gorillas! The Justice League race to Gorilla City. They meet up with Solovar and vow to rescue their friends, and take back the city from Grodd and his Secret Society!


Here's the team rosters:

Villains -



Gorilla Grodd (Mentalist) - Mentalism, Super Strength, Super Agility
Giganta (Brick) - Super Strength (major), Tough, Growth
Cheetah (Speedster) - Speed, Super Agility, Super Strength
Dr. Light (Blaster) - Power Blasts (major), Forcefield, Stun
Copperhead (Street Level) - Melee Weapon, Armor
Gorilla Soldiers (Henchmen) - Veterans, Super Strength, Flight

Heroes -



Batman (Brawler) - Scrapper, Gadgets, Super Agility
Superman (Super-Brick) - Super Strength (major), Resistence, Flight, Power Blast, Enhanced Senses
Wonder Woman (Super-Brawler) - Scrapper, Flight, Super Strength, Shield, Entangle
Flash (Speedster) - Speed, Stun, Armor
Solovar (Street Level) - Super Strength, Super Agility

Table Setup -



A sparse layout, but this game is just a basic brawl.


Round 1 -

Superman flies to the top of the pyramid, leaving himself vulnerable to a blast from Dr. Light!


Luckily Superman dodges the blast. Flash runs forward, until being intercepted by Cheetah!


As the speedsters clash, Solovar climbs the pyramid, only to be attacked by his former allies! The Gorilla Soldiers soar through the air with their new flying ability, and swoop down on their former commander!


Wonder Woman flies forward and uses her lasso to tie up Giganta! Grodd probes into Wonder Woman's mind, taking control of it for a split second, causing her to let go of her lasso! (Grodd uses mind control and has Wonder Woman end her Entangle!)


Batman hurries to Solovar's aid and takes out several Gorilla Soldiers.


Giganta embraces her newfound freedom and attacks Wonder Woman!


Round 2 -

Superman punches Grodd...


...as Giganta sends Wonder Woman flying back!


Flash continues dueling with Cheetah, until she scores a lucky hit and knocks him back.


While Cheetah is distracted, Wonder Woman gets up and tries to use her lasso on her. Cheetah sees the attack and rushes out of the way.


As the Flash shakes off Cheetah's attack, Dr. Light blasts him from behind! Flash barely manages to remain standing.


Solovar knocks out the rest of the Gorilla Soldiers. Copperhead charges Batman, but fails to land a hit.


Round 3 -

Wonder Woman begins pummeling Dr. Light...


Then Giganta joins the fray...


Then Flash joins the scuffle...


Finally Cheetah joins in! With one rake of her claw, Flash is finally out of the fight...


Grodd flees Superman's attacks, but he unable to break through his mental defenses.


Batman and Copperhead continue battling.


Solovar comes to Batman's aid and they put down Copperhead.


Dr. Light scores a lucky blast in close combat, sending Wonder Woman flying back. Things are not looking good for the warrior princess...


Round 4 -

Superman flies to Wonder Woman's rescue, sending Giganta flying back with a well aimed punch! Suddenly, Grodd finally breaks into Superman's mind, forcing him to use his heat vision against the fallen Wonder Woman!


Wonder Woman stands up and entangles Dr. Light in her lasso. Cheetah charges Wonder Woman.


Batman circles around and hits Dr. Light with a batarang! Though woozy, Light remains standing.


Giganta gets back up and begins beating down Wonder Woman! She won't be able to take much more...


Round 5 -

Superman takes flight and knocks out Giganta!


One well placed kick to the face, and Dr. Light goes down as well!


Realizing he's outmatched, Grodd begins trying to make his getaway...

Wonder Woman and Cheetah continue bloodying each other until both are ready to collapse (both have had their hitboxes depleted and are only standing due to making their KO rolls!)


Solovar is faced with a choice: go after Grodd and finally put a stop to him once and for all, or save Wonder Woman, leaving Grodd free to terrorize Gorilla City another day...


Solovar charges Cheetah and does enough damage to take her out of the fight.


Round 6 - With Grodd alone facing down Wonder Woman, Superman, Batman, and Solovar, we call the game. Grodd makes his escape, but the heroes have freed Gorilla City! (for now...)

(Apologies for some pictures with a slapdash censoring. Hope it doesn't distract too much.)

This was a very dynamic game! Played on a small table (3'x3') which made the higher movement powers seem a bit much, but still had plenty of room for positioning. The game moved fast, with plenty of action and flowing movement.

Used the archetype maneuvers from the "advanced" rules. Added lots of flavor!

Several times, the villains (always the villains!) had some rather poor rolls, but with the increased hitboxes, it always felt like they could still come back.

The only suggestion I would have is that the difficulty for KO's should go back to TN4, only because at TN3, everyone made it. Most made it ONLY by rolling 3 goals. It feels like making a KO roll should be a bit more special. I felt like the increased number of hitboxes already makes up for it.

For anyone who hasn't yet actually tried out the playtest rules for Super Mission Force!, I urge you to do so now. A great supers game!
« Last Edit: 12 December 2016, 01:26:31 PM by Erethor »

Offline fourcolorfigs

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Re: Super Mission Force! (Erethor's Supers AAR/Log)
« Reply #29 on: 12 December 2016, 05:16:44 PM »
Fantastic report! Thanks!

On the KO Check TNs, 4D gives you an average of 2.65 goals. 5D averages 3.32.

So I am thinking it will bear out over time that the TN3 is OK. Remember too, if you make that TN3 on one track, then have to make KO check on the other, it rises to TN4. In the meanwhile, any damage on a track you've made a successful KO check on and your down, as you know.

Let's play some more games and see how the numbers bear up. 
« Last Edit: 12 December 2016, 05:20:42 PM by fourcolorfigs »

 

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