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Author Topic: Aqizzar's Automatic Annihilation Ængine  (Read 11799 times)

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #60 on: June 11, 2009, 09:42:37 am »

Hmmm...I see.

Now, these hexes, Im guessing there can be different types, like a forest(which might give bonuses to armor) or a river(which might decrease Movement/Agility)?
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Aqizzar

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #61 on: June 11, 2009, 09:49:33 am »

Exactly.  Should be height values too, which would give improved range (and ergo accuracy do to the prorated to-hit system) and make the model a little harder to hit due to the slope cover.  Of course, the terrain effects could be designed like everything else, probably best left to the Game Master, with obvious stock options.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #62 on: June 11, 2009, 09:51:16 am »

Could Weapons effect terrain?

Examples:
Flamethrower against a forest hiding elf.

Tank shooting at a enemy behind a brick wall.
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Aqizzar

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #63 on: June 11, 2009, 09:53:26 am »

I see no reason why not.  A nice table of terrain types vs weapon types.  I like the idea of shooting a building.  The building might withstand the blast and protect the units inside it, or it might break apart and do extra damage as it collapses.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #64 on: June 11, 2009, 09:55:03 am »

Okay.

It seeks that you have stats down, right?

What do you think you should work on now?
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Aqizzar

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #65 on: June 11, 2009, 10:04:02 am »

I don't have stats down, but I do have a simple comparison system.  I have a stat skeleton that needs flesh.  In ascending level of interdependence-

Strength, Toughness, Agility, Shooting Skill, Fighting Skill, Action, and Movement are all pretty much in place.

I need to settle on a close combat mechanic, and describe an "Attack" type stat to govern it.

Initiative, Logic, and Bravery (or suchlike names) all need defining, to build the combined unplanned-squad-action and morale system, and decide how pervasive squad-determined activity will be.  Along with some basic semblance of actual orders that you give each unit.

The fundamental basis of defining "weapons" and "armor" needs to be written.

After all that, individual models will basically be complete, functioning beings.  Then comes a squad system to combine models into cohesive blocks with individual-model options within the squad, so it's not just managing a bunch of freebooters.  Once all that's in place, the game will have all the constituent parts it needs to be playable in a very basic way (that I can foresee at least), and testing, refining, and addition can begin in earnest.  Keep the ideas comin', and hopefully I'll have another flash of genius inspiration.
« Last Edit: June 11, 2009, 10:06:31 am by Aqizzar »
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #66 on: June 11, 2009, 10:13:11 am »

What is the difference between Agility and Iniative?
Im not sure about combat.
Bravery is like LD I guess?
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Aqizzar

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #67 on: June 11, 2009, 10:23:12 am »

Agility is just a flat rating of a model's ability to dodge blows.  Initiative is the speed with which a model reacts to a situation.  I think there are enough important differences between them to separate them.

Mostly, initiative determines whether a model will act on it's own in a turn if it's presented with an opportunity or lack thereof that the player's last orders don't cover.  It would also have an effect on who strikes or shoots first, but probably on in the first round of the engagement.  I.E., the faster thinkers draw first, but the faster movers strike quicker once the fight is underway.  Likewise, this plays into who shoots first in determining ranged attacks.

While each turn is simultaneous, each unit will be handled one at a time, based mostly on Initiative.  Units with the highest scores will act first, units with the lowest scores might not survive long enough to act at all.

Bravery handles what Warhammer does with Leadership, as far as determining whether a unit stays in the fight against difficulties.  When it comes to tactical maneuvering, Logic comes into play.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #68 on: June 11, 2009, 10:25:05 am »

Got it.

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #69 on: June 11, 2009, 01:12:09 pm »

Aqizzar, is there a force organization chart? Or at leaast something like it?
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #70 on: June 11, 2009, 03:21:13 pm »

stats system

This sounds reasonably like the system used in Dominions (a turn-based PC strategy game), in terms of base + a die roll. There, they use 2d6 exploding rather than 1d6, but I like the general idea. Exploding D6 seem to make sense in terms of allowing very powerful units to be taken down by units that couldn't ordinarily hit/damage them (and thus preventing it from degenerating into fielding the single most unkillable unit that you can afford. The other way that Dominions helps to prevent that is penalties to defense for each previously deflected attack, so that a single large unit gets swarmed and killed). I'd think that equipment could add flat values to attack/defense, too, so that your sword might provide 1d6 + 3 to hit, which could be added to your base attack skill.
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Aqizzar

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #71 on: June 13, 2009, 04:21:24 am »

I emerge again from my rulesmithery, with a big lumpy block of Action rules!  First, the final stat list.

Action - How many actions a Unit can perform in a turn.
Movement - How many hexes a Unit can travel in a Move action.
Fighting Skill - Base To Hit score, which HtH Weapons add die rolls to.
Ranged Skill - Base To Shoot score, which Ranged Weapons add die rolls to.
Size - Governs how many models can fit in a hex, and some Weapon effects.
Wounds - How many times a model can be wounded before being removed.
Strength - Base To Wound score, which (mostly) HtH Weapons add die rolls to.
Agility - Base To Dodge score, which enemy attacks must beat to hit, and HtH hit rotation.
Toughness - Base To Resist score, which attack Strengths must beat to wound.
Initiative - Governs Unit action order, acting without orders, first round HtH attacks.
Bravery - Base for Morale, which leaders add die rolls to, for Panicing and making Charges.
Logic - Governs Unit ability to follow orders, attack chosen targets, and make decisions.

Most of my calculation theory assumes checks from a median model; "Normal" stats for a competent warrior-

#-2 M-3 F-5 R-5 Z-5 W-1 S-5 A-5 T-5 I-5 B-5 L-5

I'm sure you can figure out the notation.  This next part is all the rules and situations I can think of for Unit Order interactions, charging and breakoff rules (but not the rules for close combat itself), and Initiative/Bravery/Logic uses (though not Panic rules).  I haven't proofread any of this, and there's probably lots of situations left unaccounted for.  Follow the system logic as best you can, and fire away with any points of concern or contention you have.



All Units act by Initiative Rolls

Bravery Rolls reduced by -1 per 25% of largest squad size reached, to a minimum of 1.
When regarding close combat, Bravery is reduced depending on the Unit sizes.
If outnumbered, bravery reduced by -1
If outnumbered twice over, bravery reduced by -2
If outnumbered thrice or more over, bravery reduced by -3
This does apply to the Bravery Roll made to initiate a charge, and to staying in the fight.

Logic Roll is Base Logic + Leadership Bonus
Normal Leadership Bonus is +1D6, barring special rules.
Die size purchased up for particular Models (Leaders), but independent of Model Stats.
Highest Leadership Bonus in the unit applies to everyone, depending on who's alive.

Normal Orders - default up if roll fails
Charge Nearest Hex - basic HtH attack, clear Bravery Roll 8
Charge Nearest Target - spread charge over enemy hexes, clear Bravery Roll 8, Logic 3
Charge Chosen Hex - does that, clear Bravery Roll 8, clear Logic Roll 6
Charge Chosen Target - spread charge over enemy hexes, clear Braver Roll 8, Logic 6
Charge Chosen Model - allocates blah blah, clear Bravery Roll 8 and Logic Roll 11
Shoot At Nearest Hex - basic ranged attack, clear Logic Roll 3 or unit Charges Nearest
Shoot At Nearest Target - spread fire over enemy hexes, clear Logic Roll 6
Shoot At Nearest Open Hex - does that, clear Logic Roll 5
Shoot At Nearest Open Target - ditto, clear Logic Roll 6
Shoot At Chosen Hex - does that, clear Logic Roll 8
Shoot At Chosen Target - spread fire over enemy hexes, clear Logic Roll
Shoot At Chosen Model - allocates hits to chosen model first, clear Logic Roll 11

If Chosen Hex/Target/Model is not available to attack-
clear Initiative Roll 10 to attempt Charge/Shoot order on highest value target available
clear Initiative Roll 7 to attempt Charge/Shoot Nearest (Open) Target order
clear Initiative Roll 3 to attempt Charge/Shoot Nearest Hex order

Taking Fire Reactions - compare models lost against current unit size
>25% Models Lost - clear Bravery Roll 6 or lose turn, clear Bravery Roll 3 or Panic
 25% Models Lost - clear Bravery Roll 7 or lose turn, clear Bravery Roll 5 or Panic
 50% Models Lost - clear Bravery Roll 8 or lose turn, clear Bravery Roll 6 or Panic
 75% Models Lost - clear Bravery Roll 9 or lose turn, clear Bravery Roll 7 or Panic

Being Charged Reactions - compare Unit sizes
Target >2> Charger - No Bravery Check by Target
Target > Charger to Charger > Target - clear Bravery Roll 5 or Panic
Charger >2> Target - clear Bravery Roll 6 or Panic
Charger >3+> Target - clear Bravery Roll 7 or Panic

Staying in Close Combat - Both sides act in Initiative order
clear Bravery Roll 5 or Panic, do not proceed to breakoff, until all Initiatives rolled
If any units Panic, only units that don't breakoff make Break Attacks

Breakoff Attacks - compare Agility Rolls to cause attacks, not Initiative, then proceed



Things To Do -
panicking Units
To Hit tables over hexes for ranged weapons
rules governing close combat
rules to combine Units together into larger units
interact that with close combat
unit types and armors, weapon types, how they compare and interact
« Last Edit: June 13, 2009, 04:28:43 am by Aqizzar »
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #72 on: June 13, 2009, 06:03:13 am »

Hang on.
A normal unit with a normal leader only has a 50% chance of making a charge? (Brv 5 + D6)
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #73 on: June 13, 2009, 06:22:53 am »

Hang on.
A normal unit with a normal leader only has a 50% chance of making a charge? (Brv 5 + D6)
Looks like it. Yeah.
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Aqizzar

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #74 on: June 13, 2009, 06:41:30 am »

Yes, the general idea is that an ordinary unit with no leader has a 50-50 shot at passing Charge tests (against similar or smaller units anyway).  Ergo, you should get a leader.  Specifically, Leaders would probably have a larger die (D8, D10, D12), and possibly a larger base stat.

Also, that means lone heroes who intend to charge enemy squads should invest in Bravery 7 or 8 with a bigger die roll to counter the inevitable -3 for being outnumbered.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
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The ancients built these quote pyramids to forever store vast quantities of rage.
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