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Post by Dave on Dec 28, 2010 18:14:09 GMT -9
I'm happy to announce the release of my first print-and-play game, the Solid State War. In this game, you take command of fighter jets in the Solid State War. Challenge your friends to thrilling aerial duels in aircraft loaded with your choice of weapons and special devices. Your mission is to defeat your enemy by blasting them out of the sky or chasing them out of the area. Number of Players: 2 to 4 Playing Time: 30 to 60 minutes Recommended Ages: 12 and up Playing Area: About 36” x 48” This Air War Starter Pack includes game pieces and information for staging battles with the Reynold RG-6 Tigress, a type of jet fighter used by both sides in the war. All you need to play are a few game pieces that can be printed right at home and assembled easily. With just 5 sheets of cardstock, 5 sheets of plain paper, scissors, hobby knife and ordinary paper glue, you’ll have everything you need to create your own combat dice, 2D playing pieces, maneuvering and range finding tools, and record sheets. Gameplay is fast and intense, and setup takes only moments. Just choose a scenario to run, customize your aircraft with your favorite selection of equipment and crew, and charge into battle to find out if you've got the right stuff! Future Releases: Many exciting supplements are planned for the Solid State War game line. You’ll need this Air War Starter Pack to make use of them, so this is the right way to start your collection. New vehicle packs will contain everything you need to add them to your game, as well as gorgeous 3D paper model files that you can print out and assemble. Other planned releases include ground vehicles and ships, a hero expansion giving you unique and colorful characters to put in command of your war machines, and campaigns full of new scenarios and long-term objectives.AIR WAR STARTER PACK COMPONENTS
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Post by afet on Dec 28, 2010 18:33:01 GMT -9
Congratulations, Dave. I wonder if this could be adapted to WWI dogfighting or WWII aerial battles. I don't actually play these games but have a young friend who is nuts about the battle of Britain and so-on.
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Post by Dave on Dec 28, 2010 19:04:57 GMT -9
Thanks, afet! It would be really easy to adapt the game for WWI or WWII battles (WWI especially).
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Post by afet on Dec 28, 2010 19:22:00 GMT -9
Thanks, afet! It would be really easy to adapt the game for WWI or WWII battles (WWI especially). I have not followed the play testing closely, so forgive me if this is a silly question, but would the adaptation simply be a question of changing the planes and adjusting their stats to match? Do you know of any WWI plane models that would work for this? If not, would you be interested in developing them? I imagine that the geometry of a double decker is pretty straightforward.
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Post by Dave on Dec 28, 2010 19:49:00 GMT -9
I have not followed the play testing closely, so forgive me if this is a silly question, but would the adaptation simply be a question of changing the planes and adjusting their stats to match? Yeah, pretty much. The game's set up so that it's really easy to plug in new vehicles. The starter set for this game doesn't include a system for creating your own planes or equipment, so you'd have to reverse-engineer things a bit and invent new stuff. The core of the game is really flexible, though. I'm sure it would work. Ecardmodels.com has a ton of paper plane models for all eras.
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Post by old squirmydad on Dec 28, 2010 20:02:56 GMT -9
Also try Fiddlers Green for WWI airplane models.
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Post by afet on Dec 28, 2010 20:55:46 GMT -9
Roughly what scale (1/48, 1/33, etc.) models would work best with this set.
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Post by Dave on Dec 28, 2010 21:49:09 GMT -9
The Tigress game piece is 1/135 scale, and it's just under 4" from nose to tail. I'm assuming that a real Tigress fighter jet is about 45 feet long, very nearly the same size as a MiG-19.
At that scale, a one-seater WWI fighter would be about 2" long. I wouldn't want to build paper models that small, which is why I've opted for the larger size. But if you're only going to use 2D pieces, the smaller size makes sense (and works well).
I could see myself designing a game using the exact same movement and range-finding tools, just with planes that are half the size (same scale, just smaller aircraft). I wouldn't want to emulate actual WWI planes, with all their specific strengths and weaknesses. It's too much research, and there are plenty of WWI games doing that. I think I could have a lot of fun exploring an alternate WWI setting, though.
It really wouldn't take a lot of work to convert the system to do that. I'll let it gnaw at me and see what comes of it. Why are you so full of good ideas, afet?
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Post by josedominguez on Dec 29, 2010 5:19:00 GMT -9
That looks stunning....... I have some printing to do
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Post by onemonkeybeau on Dec 29, 2010 9:10:33 GMT -9
Hey Dave! Looks AMAZING! You might want to put on your main sales graphic that the 3D model is not included in the Stater Set... as it sits right now it looks like it comes with it... Some people who don't read all the text might be disappointed to learn that the 3D planes are an expansion. Other than that... AWESOME! EDIT: Also, just discovered this game gamesloop.com/2010/03/24/steambirds/ ... is Solid State War like this at all I wonder? onemonkeybeau
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Post by Dave on Dec 29, 2010 11:37:20 GMT -9
Some people who don't read all the text might be disappointed to learn that the 3D planes are an expansion. The box cover for Axis & Allies doesn't have to warn you that Rommel and Patton aren't actually included in the game! If you flip over the box (so to speak), you'll see exactly what's inside. There's even a complete Flash preview. My hunch is that people who aren't familiar with my previous stuff will not be expecting 3D paper models. And folks who are familiar with my stuff are obviously very bright people indeed, and will take a closer look like you did. If someone actually buys the game on a false assumption and complains to me about it, I'll deal with it. Until then, I'm going to let Rommel and Patton fight this one for me. As for Steambirds, yeah, the movement system is my game is roughly like that. Instead of the bendy line to plot your course, Solid State uses the movement tool to set your course and move there.
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Post by kiladecus on Dec 29, 2010 11:57:00 GMT -9
This is a slam-dunk, in-yer-face, all-out killer game system! In the dictionary under the word "COOLNESS," it has this game pictured. (Ok, JUST my Dictionary... ok... It is written in pencil... BUT still)! Nice!
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Post by Dave on Dec 29, 2010 13:50:45 GMT -9
Because there is confusion about whether 3D models are in the starter set, I'm going to release the first vehicle expansion as a freebie. It'll contain 3D models of all of the 2D jets from the starter pack.
Shortly after, I'll start releasing new vehicle packs with new rules and jet variants, new skins, and both 2D and 3D paper model versions.
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Post by Dave on Dec 31, 2010 19:05:26 GMT -9
Update 1 is now available! If you've already downloaded this game, please take a moment to download it again with the updates. It was a bit too easy to knock out the enemy's weapons, and a little switcheroo was needed when applying damage. Now, the victim of an attack has more control over how damage is distributed.
Also, the new set includes half-sized playing pieces! We like playing the game with the full-sized pieces -- it's a fast, brutal experience in cramped quarters -- but we love playing it with the smaller pieces.
Kind of a shame, since the models will be tricky to build at that size. But as I keep reminding people, the game isn't about the models.
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Post by Dave on Dec 31, 2010 23:34:41 GMT -9
The Free Expansion Pack is now available!
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Post by old squirmydad on Jan 1, 2011 15:40:20 GMT -9
This is all very good. Thanks for the update, and the freebie. Do you have any plans for heavier ships like bombers? Then you can have Escort & Intercept missions.
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Post by Dave on Jan 1, 2011 16:56:16 GMT -9
Yep. I have three more planes built (paper wise) and ready to be skinned and statted. One of them is clearly an interceptor. One is small and speedy, and will probably be used for recon. The last is heavier than the rest, and should make a good bomber.
I have a lot of ideas for scenarios, and I'm saving the best ones for a campaign pack once I get a couple more planes out.
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Post by Sirrob01 on Jan 3, 2011 17:03:18 GMT -9
Sorry i haven't read or looked at this to closely so sorry if this answered else were. Could you expand this out to more players ie say 6 individually or for 8 do 4 teams with 2 planes a team under a different persons control. Would the rules break down or become unwieldy in the above situations? We regularly have 6+ players at our weekly games night gathering so games that cope with high numbers of players is good but so is fast game turn over ie 60mins a game seems to be the sweet spot for attention etc as well as a beer and pretzels rules system. I'll probably pick this up either way, just depends if I bother to change or alter some parts for more players or keep it stock 2-4
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Post by Dave on Jan 4, 2011 8:49:45 GMT -9
With a large enough surface area, you could field as many jets as you like. The 30-to-60 minute game time is normal for a 2-on-2 match. It will probably run longer with more jets.
There are 4 jet playing pieces provided for each team. One jet on each team is in "leader" livery, and has no numbers to identify it. The other jets are more simply decorated but are numbered 2, 3, and 4. If you need additional jets on a team, you can print off more leaders and write your own numbers on them.
There are only two "sides" in the war. As long as you have two teams, you can divide up the number of jets each teammate controls. So you could play 4 players, 2 players per team, each player controlling 2 jets. And there's nothing to stop you from running 4 teams all competing against each other. You'll just need to identify the different planes. (You play the blue leader and #2 jets on your team, and I'll play the blue #3 and #4 on my team.)
I don't see any problem with having 6 individual players controlling 1 jet each, but jets do get disabled and often you can't do anything to repair them in flight. Some players might end up with a jet that can't fire back and is only good for running interference, or gets knocked out of combat entirely. That could be fun for some players, but a real drag for others. I'd just make sure that there's some second form of entertainment for players who get knocked out of the game early.
You should definitely use the smaller scale playing pieces for this, and you'll probably want to use a big table. I'm sure it can be done. I'd recommend running a straight dogfight (like the Duel or Dawn Patrol scenarios) until I write up some scenarios designed for larger groups. But it'd be really interesting to see how the Bomb and Bail scenario plays with a large group.
You should use the optional Fixed Initiative rule with large groups. (I recommend using it for anything more than a 1-on-1 fight.) This will speed up play a lot.
I've set up the scenarios so that the jets' starting positions puts them about two or three turns away from engaging the enemy. Feel free to modify the starting distances if you think that's too hairy.
I can't think of any reason why the game will break down with more than the recommended number of jets. It'll take longer to play, but the game rarely ends in a clear defeat with planes exploding and crashing to the ground. Most missions end with one team being unable to complete its objective because of damage or running out of ammo, then forfeiting in order to live and fight another day.
Every player's turn goes quickly, so you don't spend a lot of time sitting around waiting for other players to do their thing.
As more jets get released for the game, you'll probably start mixing your forces, so I'm not too worried about providing additional numbered jets. It should be pretty unusual to field more than 4 Tigresses when other jets are also available to you.
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Post by Sirrob01 on Jan 4, 2011 13:04:50 GMT -9
Thanks Dave I'll pick this up and see how we go
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Post by Dave on Jan 4, 2011 13:42:18 GMT -9
Glad to hear that, Sirrob! Unfortunately there are some technical problems at the Wargame Vault, and the Starter Pack isn't available to download at the moment!
I hope they get it sorted out in the next day or so, but who knows. If this gets dragged out much longer, I'll do something about it myself.
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Post by Sirrob01 on Jan 7, 2011 12:44:42 GMT -9
Dave it still seems to be MIA today, any idea when they'll get it sorted?
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Post by Dave on Jan 8, 2011 9:04:09 GMT -9
It's working now.
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Post by Dave on Jan 10, 2011 23:45:02 GMT -9
The Interceptor Vehicle Pack is now available!
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Post by Parduz on Jan 11, 2011 0:47:12 GMT -9
Dave, to me the perspective of the plane in the image above is "hiding" the fact that it is a "delta" wing. I see that the plane had the same rotations of the first release, but i'd try to make the delta shape more evident.
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