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Tabletop Gaming, Models, and Minis => Other Games Around the Table => Topic started by: bayonetbrant on September 17, 2014, 09:24:41 PM

Title: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on September 17, 2014, 09:24:41 PM
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Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on September 17, 2014, 09:24:56 PM
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Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on September 18, 2014, 08:43:50 AM
updated the rules post some based on thoughts this morning while re-reading a few things
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: mirth on October 01, 2014, 01:42:45 PM
I like this concept. I'll try to get in some play testing for ya.
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: GJK on October 01, 2014, 01:43:36 PM
I've been thinking/working on a hybrid "Phoenix Command/TW2K" modern mini's skirmish ruleset and each of these systems seem to use the action point system to track things (by the way, you should be able move AND shoot as an action, but you can't move as far or as agile (no running across a beam while shooting) nor do you shoot very accurately).  I've thought of having an action point track for each character on the table with action markers.  You count up how ever many squares a declared action will take.  You plot out your actions and then execute the half second (full second or whatever) turn based on your plotted actions.  The problem though is opportunity.  I may have intended to run behind cover, aim and shoot but during my sprint to the obstacle, I observe another target...I may try to utilize the opportunity to change my intended action during the turn.  That needs to be factored in.  BUT, the biggest problem for me has been sequencing.

I'd like to be able to play with a few squads worth of characters per side for a combat sequence.  Tracking the actions and who goes first (usually based on initiative values) just won't work when you have that many characters, so I want to come up with another way.  Phoenix Command breaks down a half second turn into .2 of second combat turns (or sumsuch) and that's just way too much overhead.  You can say that all actions in a half second turn are simultaneous I suppose but like what Boot Hill did with the "quick draw" should have a chance to be applied...say I get my shot off just a split second before you do...you are hit and die and thus your shot never happens. 

That's where I'm stuck.  Not sure if this is beneficial to you at all but thought that I'd throw it out there for you.
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on October 01, 2014, 02:07:36 PM
A couple of things that need to be incorporated to the "master doc":

1. Initiative.  I've got a basic idea to let leaders use action points to modify initiative rolls but haven't thought much about it beyond that

2. Opportunity attacks.  "saving" some action points to interrupt the other guy while he's acting - maybe require leader/hero intervention?

3. Ability lists.  Need to nail these down beyond some general outlines, and then figure out how to expand the spells/powers/tech/gadgets list
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: BanzaiCat on October 01, 2014, 02:10:11 PM
I like that you're recognizing the minis themselves and basing the rules around their stances, weaponry, etc.
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on October 01, 2014, 02:14:48 PM
that was part of the Q&D nature of it:  look at your figure, and give him his stats based on that.  Gets the game started faster :)
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on October 02, 2014, 01:09:12 PM
Quote from: GJK on October 01, 2014, 01:43:36 PM
I've been thinking/working on a hybrid "Phoenix Command/TW2K" modern mini's skirmish ruleset and each of these systems seem to use the action point system to track things (by the way, you should be able move AND shoot as an action, but you can't move as far or as agile (no running across a beam while shooting) nor do you shoot very accurately). 

Phoenix Command stuff on sale: http://paizo.com/store/sale/byProduct/wargaming
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: GJK on October 03, 2014, 08:42:42 AM
Quote from: bayonetbrant on October 02, 2014, 01:09:12 PM
Quote from: GJK on October 01, 2014, 01:43:36 PM
I've been thinking/working on a hybrid "Phoenix Command/TW2K" modern mini's skirmish ruleset and each of these systems seem to use the action point system to track things (by the way, you should be able move AND shoot as an action, but you can't move as far or as agile (no running across a beam while shooting) nor do you shoot very accurately). 

Phoenix Command stuff on sale: http://paizo.com/store/sale/byProduct/wargaming (http://paizo.com/store/sale/byProduct/wargaming)

OMG, there's a couple of the weapons data books that I've been looking for...for less than $3.  Thanks!
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on October 03, 2014, 08:58:19 AM
Quote from: GJK on October 03, 2014, 08:42:42 AM
Quote from: bayonetbrant on October 02, 2014, 01:09:12 PM
Quote from: GJK on October 01, 2014, 01:43:36 PMI've been thinking/working on a hybrid "Phoenix Command/TW2K" modern mini's skirmish ruleset and each of these systems seem to use the action point system to track things (by the way, you should be able move AND shoot as an action, but you can't move as far or as agile (no running across a beam while shooting) nor do you shoot very accurately). 
Phoenix Command stuff on sale: http://paizo.com/store/sale/byProduct/wargaming (http://paizo.com/store/sale/byProduct/wargaming)
OMG, there's a couple of the weapons data books that I've been looking for...for less than $3.  Thanks!

Glad I could help, but I was kinda hoping there was going to be some game feedback when I saw this thread pop up with new posts!  :-\
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on October 19, 2014, 07:02:29 PM
updated the rules above to include a turn sequence and initiative rules

trying to clean up the details so we've got everything in there you need to play a game end-to-end
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on October 22, 2014, 07:34:57 PM
Character sheets attached

PDF has 3 squaddies + hero on one page, and 3 squaddies + leader on the other

The JPGs are individual by type
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on October 22, 2014, 07:36:02 PM
I'm going to make a few alternate versions for fantasy / pulp adventure / sci-fi / etc
Title: Re: AnyMinis! A Q&D Minis Game in need of playtest
Post by: bayonetbrant on September 22, 2017, 10:30:43 AM
I've been working on some new versions of the game sheets

Going to upload later today :)