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Post by labrat on Nov 21, 2010 6:46:22 GMT -9
Ok, so the other thread is getting huge, so I decided to start a new thread to host playtesting discussion. There are many rules that we are considering for change with the next printing, but the next printing needs to be pretty close to perfect (or at least as awesome as we can make it with our limited resources). Many thanks to all of you who have given input thus far. Please keep it coming. If you have issues with the game, this is the place to post it. EDIT:Bellicose Second Edition Link (zip file)
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Post by josedominguez on Dec 28, 2010 8:11:55 GMT -9
I definately can't use the route rules as they stand, it's OK for small games, but with larger units it gets too confusing It's a lovely rules mechanic, excellent feel to it, but beyond a skirmish it gets too fiddly.
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Post by labrat on Dec 29, 2010 15:10:26 GMT -9
Agreed. We are going to be changing that one for sure. ;D
From now on play it thusly:
You will still make a nerve roll as usual to determine how many troops are running. You do not have to separate them and move them. You can either set them at the back of the rest of the unit, or if you prefer you could even have a dice counter at the back just to show how many have fled.
In the following psychology phase when you attempt to rally them, rally them as a group. Don't do any further separation. Just roll one die vs their Nerve. If it passes that whole group is rallied and rejoins the unit immediately. If it fails, then they are too freaked out to continue fighting. Just take them off the table. Then you'll need to roll for anyone who may have fled in that round of combat.
Does that make sense?
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Post by josedominguez on Dec 30, 2010 5:11:06 GMT -9
It does... and seeing as we are promoting card miniatures here, I'm sure a set of routing counters could be created
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Post by labrat on Dec 31, 2010 5:16:38 GMT -9
I'm not sure what sort of a marker I would make. All you really need is a dice to indicate how many have fled. Other than that you could use the routed status marker that Parduz did a few forum hoards ago. That would work just great I think. If you had something else in mind shoot it my way. I'm having trouble thinking of what else you would need.
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Post by josedominguez on Dec 31, 2010 5:34:15 GMT -9
A set of numbered counters representing how many models are routed..... maybe 1, 3 and 5 (like risk you could then represent any number with a combination of counters). You can't use dice as they just get rolled by mistake or left behind
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Post by nikloveland on Oct 22, 2011 19:37:36 GMT -9
Wow, it's kinda funny to see how long ago we really started making changes to the game. Well, fast-forward to now... We've done loads more and are still playtesting. Actually just today we got the new Human Army List to the table. I need to finish writing down the rules for Monsters and Warmachines then I'll have the core rules finished. There's a few major changes but the game should still be recognizable to players. You'll be happy to note the Psychology has been streamlined as well as the combat. Magic and Shooting remain largely the same but the spells are better balanced. Models are purchased in groups and the standard army size is now 100 points. Anyway, that's enough rambling for tonight. I'm off to bed. P.S. I do like the counters idea as an optional play aid. Attachments:
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Post by Sirrob01 on Oct 22, 2011 20:01:21 GMT -9
Nik whats the stone building in the top left from? custom build?
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Post by Murgh Bpurn on Oct 22, 2011 23:08:07 GMT -9
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Post by labrat on Oct 23, 2011 4:24:02 GMT -9
Yep, that's the one. For some reason, in this playtesting, I keep getting my butt kicked. I keep telling Nik, I'm just figuring out all the stuff that doesn't work while we are playtesting so that when it comes to real games, I will have already eliminated all the poor strategies. That and the dice are always in Nik's favor.
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Post by nikloveland on Oct 23, 2011 4:46:46 GMT -9
Nik whats the stone building in the top left from? custom build? The set is Ancient Worlds and currently he is running a sale on all his stuff so I'd get it while it's hot.
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Post by Sirrob01 on Oct 24, 2011 2:29:06 GMT -9
ahh thanks all hadn't seen that particular building..not sure how I missed it
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Post by josedominguez on Oct 24, 2011 5:01:08 GMT -9
Hmmm, if he's playtesting then he's not drawing. Not sure where I stand on this now Works very well in 15mm with the psychology rules changed. I'm pretty much starting to think that needs to be the standard in 'big' wargames. A 3' by 3' board is the equivalent of a 7'6" 30mm scale board. WH40k would actually be a playable game at 15mm. Well, maybe not, but it would be better Now that my Silhouette is up and running the only thing limiting the size of games is space. And at 15mm the sky is the limit
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Post by nikloveland on Oct 24, 2011 6:42:38 GMT -9
Hmmm, if he's playtesting then he's not drawing. Not sure where I stand on this now Touché. But all work and no play makes Jack a dull boy Works very well in 15mm with the psychology rules changed. I'm pretty much starting to think that needs to be the standard in 'big' wargames. Well this is very much meant to be a 'big' wargame (by that I mean not skirmish). We played on a 4'x5' board and it seemed to do ok with the 100pt armies. I do like 15mm because of the reduced space requirements. Maybe we'll have to include a section on playing in 15mm scale.
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Post by labrat on Oct 24, 2011 7:21:28 GMT -9
I actually have a lot more motivation to do artwork when I get to play. Then I have a greater need to make the figures and I get all pumped up about it.
I actually think the game with the new points system would be totally scalable to 15mm. It's just a matter of how to work out the figures for it.
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Post by nikloveland on Oct 24, 2011 14:29:05 GMT -9
So here it is! This is a preview of the new rules. It's not too pretty but it gets the job done (and this is much easier to make changes of course). I didn't include the magic items (since they will change) or the campaign rules but other than that it's all there just waiting to be picked apart. It's 21 pages but it's size 12 font (not trying to squish more on a page than is normal). I'll also get a summary page(s) up soon. I've already got the first side somewhat done. That should help those who want to 'just start playing'. Attachments:
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Post by nikloveland on Nov 16, 2011 8:56:14 GMT -9
Still playing. The new changes are quite nice. Has anyone else had a chance to try them out? Attachments:
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Post by Dagger on Nov 16, 2011 19:38:24 GMT -9
Those hills are awesome, BTW...
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Post by nikloveland on Nov 18, 2011 8:03:49 GMT -9
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Post by nikloveland on Nov 26, 2011 10:14:25 GMT -9
So I figured I better make it easier to get the rules. I made a zip file with the Rules, Quick Reference, Spell List, and the two currently completed armies: Humans and Dwarves. I also included the registry sheets for planning your army. ;D Please ;D let me know what you think.
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Post by nikloveland on Mar 15, 2012 17:17:04 GMT -9
I'll just be updating the link at the beginning of this thread with any new versions of the playtest rules. I just added the Faeries so go check 'em out!
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