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Poll

Which mode of play would you prefer?

Competitive (Two threads; players choose to side with RedFor or BluFor for the duration of the battle).
- 8 (80%)
Cooperative (One thread; players all work together to fight against a nonplayer opponent [read: me]).
- 2 (20%)

Total Members Voted: 10


Author Topic: Interest Check: Hex-based Fantasy Wargame  (Read 1814 times)

Flying Dice

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Interest Check: Hex-based Fantasy Wargame
« on: September 18, 2012, 11:44:25 pm »

So yeah. I've had this idea that won't get out of my head, and it has been bothering me for a long time. Just what the title says: a hex-based fantasy wargame, run in a forum-friendly format. Obviously it will be a lot of work to write up enough material for it, and even more to just keep things going and process turns. Hence the interest check.

If there are enough people here who'd like to participate, I'm going to go ahead and pound out a ruleset, short list of scenarios, and a list of units. Suggestions on any of those fronts are welcome.

As for the poll, that's essentially how the game would work.

Competitive: I make two threads, one each for RedFor and BluFor (and quite probably an OOC thread); when a battle starts people would choose one of the two sides to work for, and would refrain from visiting the enemy thread. I'm hesitantly willing to trust an honor system and believe that nobody here would cheat and metagame, but if anyone has suggestions for a place where I could set up a whitelisted thread or forum for each side, that would probably better in terms of keeping everyone honest, though it might drive things down in terms of the number of people playing.

Both sides would have a whole lot of leeway re: how they handle their forces. The most obvious would be to collectively hash out everything, but another would be to give each player a few units, though that could run into problems if somebody had to drop out and nobody noticed.

Cooperative: The same sort of organization as the first, except that everyone is working together against me, and I only have to worry about stopping myself from metagaming. Personally, I think the competitive option would be both more challenging and better for me (leaving me on neutral GM ground), though I would likely have to set a time limit on turns to keep people from getting bored/taking too long.

Ultimately, though, I'll go with whatever gets the most votes. Assuming anyone cares at all; less than 6ish people for competitive or 4ish for cooperative and I won't be in any rush to do things. Now then, on to a bit of sampler material, none of which is final.

Here's the first map I've made, with a few example units placed and a key added to the side. In this scenario, both RedFor and BluFor would be attempting to either eliminate every enemy unit or hold their HQ and the enemy HQ for 8 turns. BL 1 corresponds to the ballista. So yeah, fairly evident that this is very much a WiP.

In regards to the coordinate system: Columns are lettered. The rows of hexes are numbered like such: every hex east in a line from a given numbered border hex or adjacent to the north-east or north-west of that line of hexes is a member of that number's row. So for example the RedFor Ballista is in a forest hex, EE 6. The BluFor HQ is in hex C 4.

In this example, the BluFor commander is unaware of the RedFor Ballista unit; if they attack the Light Cavalry, then the RedFor Ballista (with a decent RAN and high RST) could land a heavy hit on Sw1 next turn. However, if they move the Transport Dragon northeast to scout, it could spot the Ballista, allowing the Swordsmen to charge to attack it, likely wrecking it. Alternatively, the Swordsmen could board the DT and withdraw.

Spoiler (click to show/hide)

Spoiler: Units (click to show/hide)

All those examples are just that, and are of course subject to change if and when I hammer everything out. Sadly, my lack of talent with the visual arts prevents me from making adorable little unit icons.


Spoiler: Terrain (click to show/hide)

As above, the rules are subject to change, but this is essentially what I’ve got roughed out at the moment:

The game proceeds in turns; the starting side is selected by coin toss.

Spoiler: Turns (click to show/hide)

Spoiler: Combat (click to show/hide)

Re: Bonuses
All bonuses stack additionally; ex. a unit of Scouts that Hid in a forest hex would have 75% (50% from the forest + 25% from Hiding) concealment. A unit of (say) Spies with a native bonus to concealment could Hide in a forest for 100% concealment. In that last case I’m not quite certain of what to do; I could make them invisible until an enemy unit is adjacent to them or make them invisible until an enemy unit attempts to move onto their hex (and then do I simply reveal them or count it as the moving unit initiating an attack?).

For an example of terrain bonuses affecting combat: Unit 1 is attacking Unit 2. Unit 2 is on a hill and fortified. Unit 1's base ATK is 10, while Unit 2's base DEF is 8. The fortification bonus added to the hill terrain bonus is a combined total of +50%. Therefore, Unit 2's effective DEF is 12. When Unit 1 attacks, Unit 2's DEF is reduced by 5, leaving at 7 for the remainder of the turn, while unit 2 also takes 5 damage to its STR.

I hope that is sufficiently clear (at least for a fairly rough outline). Hopefully it is also clear why this is an interest check and not the game start thread.

I'll be clear up front with this: It'll be a heck of a lot of work just processing turns in large battles with nothing but a hand-calculator and lots of MSPainting, and I won't always be able to do so promptly, due to things such as university stuff, work, laziness, other obligations, exhaustion, and laziness. That said, I won't ever outright abandon it, though I may put it on hiatus if I'm going to be away from internet and/or sanity for more than a couple of weeks. This is going to be very long term in any case; depending on how prompt people are about making decisions and how quickly I update a given battle could last for months.

Heck, the ideal way to handle things might even to be to set up a free forum somewhere and run everything but recruiting there. In fact, if people are interested, I'll see about setting that up.

A final note: IF SOMEONE WITH MORE SPARE TIME/MOTIVATION THAN ME WANTS TO TAKE THIS IDEA AND RUN WITH IT, I'LL GLADLY SHARE THE REINS OF GM-ITUDE. That would be another point in favor of setting up a forum for it.

In some ways, this is the game equivalent of a plot-bunny; the pressure to express it is there, even if it doesn't go anywhere. Even if I go through with it, it could be weeks before I finish setting everything up. I suffer from something of a chronic lack of motivation, and I'm hoping to help cure myself of it with this.
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lemon10

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Re: Interest Check: Hex-based Fantasy Wargame
« Reply #1 on: September 19, 2012, 03:36:38 am »

Looks very interesting, I would definitely be interested in joining.

Thoughts: The fog of war seems like it will be a lot of trouble and pain for you to keep track of and set up each turn.
Will there be ZOC's (I assume no, but no harm in asking)?

The free forum idea is interesting, but probably a bit too much work and won't really be worth it (since anything we could do there we could do here).
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kingfisher1112

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Re: Interest Check: Hex-based Fantasy Wargame
« Reply #2 on: September 19, 2012, 04:30:03 am »

Interested.
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Sheb

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Re: Interest Check: Hex-based Fantasy Wargame
« Reply #3 on: September 19, 2012, 04:38:22 am »

Interested.
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Skyrunner

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Re: Interest Check: Hex-based Fantasy Wargame
« Reply #4 on: September 19, 2012, 05:58:39 am »

Rpol.net should work instead of the free forum.
Inside a game, access to topics can be restricted for each person by their group.
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Dariush

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Re: Interest Check: Hex-based Fantasy Wargame
« Reply #5 on: September 19, 2012, 06:29:00 am »

Double interested.

Donuts

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Re: Interest Check: Hex-based Fantasy Wargame
« Reply #6 on: September 19, 2012, 06:34:01 am »

Interested...
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Flying Dice

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Re: Interest Check: Hex-based Fantasy Wargame
« Reply #7 on: September 19, 2012, 09:15:45 am »

Okay, that's more than enough interest for me to continue working on rules and balance.

Rpol.net should work instead of the free forum.
Inside a game, access to topics can be restricted for each person by their group.
Looking things over, that does look like a better way. Thanks for the link!  :)
Looks very interesting, I would definitely be interested in joining.

Thoughts: The fog of war seems like it will be a lot of trouble and pain for you to keep track of and set up each turn.
Will there be ZOC's (I assume no, but no harm in asking)?
For the first: There likely wouldn't be FOW in a visible form, for the same reason that there won't be ZOCs: too much of a pain to put some sort of filter on every hex without unit LOS. Obviously this would change if I can find a way to run and update maps using something other than an image editor.

Well. I could actually manage ZOCs, but that would involve a lot of extra detail-work which would delay turns quite a bit. To compensate I had planned to include a friendly OOB with attached statlist next to each turn's map, to minimize the time to check. And in any case one of the (few) advantages of a format like this for the map is that any player can copy it, add in their own notes, and then repost it.

I may end up seeing if Maptool would work for this; that could save a heck of a lot of time.
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LAAT501legion

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Re: Interest Check: Hex-based Fantasy Wargame
« Reply #8 on: September 19, 2012, 09:22:22 am »

THis ir really cool, interested.
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Doomblade187

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Re: Interest Check: Hex-based Fantasy Wargame
« Reply #9 on: September 20, 2012, 06:28:24 am »

My interest is piqued, good sir.
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