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Post by pansophy on Nov 21, 2011 0:46:00 GMT -5
All right,
I must admit, "Armor Grid" brought me back to tabletop wargaming. I started playing Battletech when I was 12, but found the rules very complex. I went on to Heavy gear, which I liked because of the simpler rules and the much less damage tracking. Never looked into the "Blitz!" rules, though. Then there was Starmada, which was a nice cool game, but Renegade Legion Centurion had the coolest way to make damage visible.
And Armor Grid reminds me on that game, totally. Mixed with big robots, this is absolutely what I wanted, all the time. And you guys did it - thanks! Since the rules are so beautiful generic, I converted my favorite big robot game to it: Gear Krieg by DreamPod9.
I ran a quick solo battle and was surprised: it felt like the original DP 9 game, while it was much faster and easier to play. Wow. Using different types or armor (mechs, tanks, infantry) was so easy and felt like each part has it's own purpose. I like it a lot and am now in the middle of an other battle: somewhere in France, 1940 ...
Thanks for the great game and its generic usability. Keep on the good work! ;D
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Post by pansophy on Nov 21, 2011 3:24:45 GMT -5
OK, so here are my house rules and conversions as well as some short campaign rules:
_Axis Panzerkaempfer_ Loki A '38 8 Twin-MG (F-only) 2 80 Armor 8 -1 Hv -2
Loki B '40 8 Cannon (L) 2 MG (L) 1 70 Armor 7 -1 Hv -2
Valkuere A '40 14 Twin-MG (L) 2 100 Armor 10 +1Mv +1Tp 4 -1 Hv -2
Valkuere B '40 14 Cannon (L) 2 MG (L) 1 90 Armor 9 +1Mv +1Tp 4 -1 Hv -2
Valkuere C '41 14 Cannon (M) 3 MG (L) 1 100 Armor 10 +1Mv 2 -1 Hv -2
_Allied Combat Walkers_ General Early M11A1 '39 8 MG (L) 1 AP-MG (L) (F-only) 3 80 Armor 8 -2 Hc -4
General Early M11A1 '40 8 MG (L) 1 AP-MG (L) 3 80 Armor 8 -2 Hc -4
General Early M11A1 '41 8 MG (L) 1 Cannon (L) 2 90 Armor 9 -2 Hc -4
General Longstreet '41 14 M12A1 Cannon (M) 3 MG (L) (F-only) 1 100 Armor 10 +1Mv +1Tp 4 -2 Hc -4
General Longstreet '41 14 M12A2 Flammer (M) 3 MG (L) (F-only) 1 100 Armor 10 +1Mv +1Tp 4 -2 Hc -4
_New Weapons_ New Weapon: Flammer (Light) BP:2 RV:1 HV:1 Damage: roll on Heat Table +1 or roll on Troop Damage Table +2
Flammer (Medium) BP:3 RV:2/3 HV:1 Damage: roll on Heat Table +2 or roll on Troop Damage Table +4
Flammer (Heavy) BP:4 RV:3/4 HV:1 Damage: roll on Heat Table +3 or roll on Troop Damage Table +4 and add -2Sv automatic Damage
_Campaign Rules_ Each side starts with 40 Build Points to purchase their core units. These core units can be used throuought the campaign to bolster individual scenarios and battles.
A campaign consists of 3-12 (1d10+2) smaller battles, called scenarios. Each scenario comes with its description, terrain, special features (buildings, rules, conditions) and some units (infantry, vehicles, mechs). After looking at the scenario and the provided units, players may choose to add some, non or all of their core units to that battle. Players can decide secretly which units they will put into field, but they should write their decisions down, so they can be shown to the other player once battle begins.
Important: destroyed core units can only be replaced during the campaign by the "Reinforcements' rules below. If one or all players do not have any core units left at some point, the player must continue the campaign with only the units provided by each scenario. Players should take care about their core units, as it is unlikely they will be able to replace the more expensive mechs during a running campaign.
Players should always check the victory conditions and if it is possible to withdraw from a battle. This is crucial to save their core units from total destruction, if a battle is lost due to bad luck or misjudgement.
_Salvage & Repair_ The winning side is able to salvage the battlefield and do some repairs to theit core units. For each enemy walker unit they destroyed, they receive half the armor left for each row (1 to 10)on that unit, rounding down. Same is true for vehicles, but armor cannot be mixed (e.g. using armor from salvaged vehicles to repair walkers is not allowed and vice versa).
For each own destroyed unit, armor can be salvaged on a one to one basis, however mixing armor (see above) is not allowed.
Unused armor cannot be used later and will be 'left behind' as war moves on. It is not possible to carry over salvaged but unused armor from one scenario to an other.
_Reinforcements_ Roll one d10 for each side on the table below, add +2 for the winning side. 1 no reinforcements 2 no reinforcements 3 receive 1 light infantry unit 4 receive 2 light infantry units 5 receive 1 heavy infantry unit 6 receive 2 heavy infantry units 7 receive 1 light vehicle 8 receive 1 medium vehicle 9 receive 1 light walker/Panzerkaempfer 10 receive 1 medium walker/Panzerkaempfer 11 receive 1 heavy walker/Panzerkaempfer 11 receive 1 heavy walker/Panzerkaempfer and 1 medium vehicle
In addition to the random roll, each player may purchase units with Victory Points. Each Victory Point is worth one Build Point.
Victory Point Values: light Infantry 1 heavy Infantry 2 jump Infantry 3
Ultra-light Vehicle 2 Light Vehicle 3 Medium Vehicle 4
Light Mech 4 Medium Mech 7 Heavy Mech 10
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Post by Dagger on Nov 23, 2011 10:18:59 GMT -5
Very well done... I haven't played Gear Krieg but I have often admired the models. Have you read Leviathan by Scott Westerfeld? It reminded me of the same genre...
Great job on the campaign rules too... I especially like the incentive not to battle it out to the last man and instead conserve resources, it adds a whole new dimension to the overall strategy.
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Post by pansophy on Nov 24, 2011 0:09:32 GMT -5
Hi Dagger, no, I haven't heard about Leviathan. While looking it up it got me curious and it is on my wish-list now The campaign rules are just a quick thing I came up with during play. I liked the idea "Panzer General" and "Blitzkrieg" handled it. There you got a core unit at the start of the campaign that could advance and get better, while you had supporting units to do the actual dangerous and suicidal stuff. In a tactical board game it adds a new layer of surprise, if your opponent chose to put in more or less units of his core forces than you expected. Can be very nasty. I am still tuning that element of gameplay, as currently there is no real benefit to not throw in all units you have. Maybe the rules will go hand in hand with the Salvage&Repair phase, we will see. A more urgent manner is to make some stats for tanks and support vehicles as well as a mission generator. In Gear Krieg the Walkers play only a supporting role for the tanks, they are not the kings of the battlefield, so I will add some other setting rules here as well. One rule is, Walkers are only allowed to shoot one weapon per turn, as their controls are insufficient and low tech. This gives tanks a real advantage. An other rule is the introduction of heavy vehicles while Walkers are limited to be 'medium' mechs. When I am finished with putting the setting rules together, I will do them as a PDF so I can hand them out to the players. As DreamPod9 is not really supporting the GearKrieg series anymore and already an official conversion for "Worlds at War" came out, maybe there is a chance to make "Armor Grid: Blitzkrieg" available to the public Armor Grid gives me the chance to actually play the GearKrieg mini's again - thanks for that It was one of two best buys for the last 5 years now ... much appreciated!
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Post by Dagger on Nov 24, 2011 10:28:29 GMT -5
You might be interested to see the draft rules for vehicle construction... if you do PM me with your email and I'll shoot them over.
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Post by pansophy on Nov 25, 2011 2:54:38 GMT -5
Thanks for the rules - expect some updates soon!
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Post by pansophy on Dec 19, 2011 3:09:26 GMT -5
_Axis Panzerkaempfer_ Loki A '38 7 Twin-MG (F-only) 2 30 Armor 3 +1Hc 2
Loki B '40 8 Cannon (L) 2 MG (L) 1 30 Armor 3 +1Hc 2
Loki C '41 9 Cannon (L) 2 MG (L) 1 40 Armor 4 +1Hc 2
Loki D '4x 10 Artillery Rockets (M) 1 Ammo:1 Cannon (L) 2 MG (L) 1 40 Armor 4 +1Hc 2
Walkuere A '40 9 Twin-MG (L) 2 50 Armor 5 +1Mv 2 +1Hc 2
Walkuere B '40 10 Cannon (L) 2 MG (L) 1 50 Armor 5 +1Mv 2 +1Hc 2
Walkuere C '41 13 Cannon (M) 3 MG (L) 1 50 Armor 5 +1Mv 2 +1Hc 2
Donner E '42 17 Cannon (M) 3 MG (L) 1 50 Armor 5 +3Mv +1Tp 6 +1Hv 2
Donner F '42 18 Laser (L) 1 Cannon (M) 3 MG (L) 1 50 Armor 5 +3Mv +1Tp 6 +1Hv 2
Uller A '43 19 Laser (L) 1 Cannon (M) 3 MG (L) 1 60 Armor 6 +2Mv +1Tp 4 +2Hv 4
Uller M '43 20 Cannon (H) 4 Tin-MG (L) 2 60 Armor 6 +2Mv +1Tp 4 +2Hv 4
_Allied Combat Walkers_ General Early M11A1 '39 7 MG (L) 1 .50 MG (L) (F-only) 2 40 Armor 4
General Early M11A2 '40 8 MG (L) 1 .50 MG (L) 2 50 Armor 5
General Early M11A3 '41 8 MG (L) 1 Cannon (L) 2 50 Armor 5
General Early '41 11 M11A4 MG (L) 1 AP-MG (H) 5 50 Armor 5
General Early '41 11 M11A4E1 Artillery Rockets (L) 1 Ammo:2 AP-MG (H) 5 50 Armor 5
General Early 8 M11A3E1 Missile (L) 1 Cannon (L) 2 50 Armor 5
General Early '44 9 M11A3E2 Laser (L) 1 MG (L) 1 Cannon (L) 2 50 Armor 5
General Early '44 10 M11A3E3 Artillery Rockets (M) 1 Ammo:1 Laser (L) 1 MG (L) 1 Cannon (L) 2 50 Armor 5
General Early 10 M11A5 AP-MG 3 Laser (L) 1 MG (L) 1 50 Armor 5
General Longstreet '41 13 M12A1 Cannon (M) 3 MG (L) (F-only) 1 50 Armor 5 +2Mv +1Tp 4
General Longstreet '41 13 M12A2 Flammer (M) 3 MG (L) (F-only) 1 50 Armor 5 +2Mv +1Tp 4
General Longstreet '41 15 M12A5 AP-MG (H) 5 MG (L) (F-only) 1 50 Armor 5 +2Mv +1Tp 4
General Longstreet '4x 19 M12A6 Artillery Rockets (L) 1 Ammo:2 Missile (L) 1 Cannon (M) 3 Twin .50cal MG (L) 3 Twin .50cal MG (L) 3 MG (L) (F-only) 1 50 Armor 5 +2Mv +1Tp 4
General Longstreet '4x 16 M12A8 AP-MG (L) 3 Laser (L) 1 Flammer (M) 3 MG (L) (F-only) 1 50 Armor 5 +2Mv +1Tp 4
General Longstreet '4x 16 M12A8E1 Artillery Rockets (M) 2 Ammo:2 Laser (L) 1 Cannon (M) 3 MG (L) (F-only) 1 50 Armor 5 +2Mv +1Tp 4
General Longstreet '4x 15 M12A8E2 Laser (L) 1 Laser (L) 1 Flammer (M) 3 MG (L) (F-only) 1 50 Armor 5 +2Mv +1Tp 4
General Longstreet '4x 21 M12A15 AP-MG 3 AP-MG 3 Laser (L) 1 Laser (L) 1 Cannon (M) 3 MG (L) (F-only) 1 50 Armor 5 +2Mv +1Tp 4
General Jackson '43 19 M14A1 Laser (L) 1 Cannon (M) 3 .50 MG (L) 2 50 Armor 5 +3Mv +1Tp 6 +1Hv 2
General Jackson '43 15 M14A2 Laser (L) 1 Twin .50 MG 2 60 Armor 6 +2Mv +1Tp 4 +1Hv 2
General Washington '44 19 M15A1 Laser (L) 1 .50 MG (L) 1 40 Armor 4 +1Mv 2 +1Hv 2 +3Fv 9
_New Weapons & Equipment_ Flight Value The mech can move as many inches at its Fv in any forward direction. While flying, it moves at an height of its Fv in levels and gets a +1 to its Tp. +1Fv BP:3
Flammer (Light) BP:2 RV:1 HV:1 Damage: roll on Heat Table +1 or roll on Troop Damage Table +2
Flammer (Medium) BP:3 RV:2/3 HV:1 Damage: roll on Heat Table +2 or roll on Troop Damage Table +4
Flammer (Heavy) BP:4 RV:3/4 HV:1 Damage: roll on Heat Table +3 or roll on Troop Damage Table +4 and add "-2Sv" automatic Damage
.50 MG (Light) BP:1 RV:8/12 HV:1 Damage 2x x o Artillery Rockets (Light) BP:3 Ammo:4 BP:2 Ammo:3 BP:1 Ammo:2 like Missiles (L), but Re-Roll Misses w/-1 Modifier
Artillery Rockets (Medium) BP:3 Ammo:3 BP:2 Ammo:2 BP:1 Ammo:1 like Missiles (M), but Re-Roll Misses w/-1 Modifier
8.8cm/L71 Cannon (Heavy) BP:5 like Cannon (H), but +1 To Hit
75mm Cannon (Medium) BP:4 like Cannon (M), but +1 To Hit
_Axis Weapons_ Historic Name Mech Attack Weapon BP 1.8cm Cannon Cannon (L) 2 3.2cm Cannon Cannon (M) 3 7.5cm/L48 Cannon Cannon (H) 4 8.8cm/L71 Cannon 8.8cm Cannon (H) 5 7.92 MG MG (L) 1 2x Machinegun Twin-MG (L) 2 Artillery Rockets (Light) Artillery Rockets (L) 1/2/3 Artillery Rockets (Heavy) Artillery Rockets (M) 1/2/3 GrPzFst Laser (L) 1 GrPzShrek Laser (L) 1 2x20mm AA Gun AP-MG (M) 4 4x20mm AA Gun AP-MG (H) 5
_Allied Weapons_ Historic Name Mech Attack Weapon BP 37mm M4B Cannon Cannon (L) 2 1.2 pdr Cannon Cannon (M) 3 M8D Cannon Cannon (M) 3 47mm Cannon Cannon (M) 3 75mm Cannon 75mm Cannon (M) 4 Bazooka Laser (L) 1 PVAT Launcher AP-MG (L) 3 .50cal HMG .50 MG (L) 1 2x.50cal HMG Twin .50 MG (L) 2 .30cal LMG MG (L) 1 2x20mm AA Gun AP-MG (M) 4 4x20mm AA Gun AP-MG (H) 5 Artillery Rockets (Light) Artillery Rockets (L) 1/2/3 Artillery Rockets (Heavy) Artillery Rockets (M) 1/2/3 Flamethrower Flammer (M) 3
_Special Rules_ Add all Armour Reinforcements, then divide by 2, rounding up. This is the amount of rows a walker gets. Walkers/Panzerkaempfer start with 1Hv instead of 4.
_Campaign Rules_ Each side starts with 40 Build Points to purchase their core units. These core units can be used throuought the campaign to bolster individual scenarios and battles.
A campaign consists of 3-12 (1d10+2) smaller battles, called scenarios. Each scenario comes with its description, terrain, special features (buildings, rules, conditions) and some units (infantry, vehicles, mechs). After looking at the scenario and the provided units, players may choose to add some, non or all of their core units to that battle. Players can decide secretly which units they will put into field, but they should write their decisions down, so they can be shown to the other player once battle begins.
Important: destroyed core units can only be replaced during the campaign by the "Reinforcements' rules below. If one or all players do not have any core units left at some point, the player must continue the campaign with only the units provided by each scenario. Players should take care about their core units, as it is unlikely they will be able to replace the more expensive mechs during a running campaign.
Players should always check the victory conditions and if it is possible to withdraw from a battle. This is crucial to save their core units from total destruction, if a battle is lost due to bad luck or misjudgement.
_Salvage & Repair_ The winning side is able to salvage the battlefield and do some repairs to theit core units. For each enemy walker unit they destroyed, they receive half the armor left for each row (1 to 10)on that unit, rounding down. Same is true for vehicles, but armor cannot be mixed (e.g. using armor from salvaged vehicles to repair walkers is not allowed and vice versa).
For each own destroyed unit, armor can be salvaged on a one to one basis, however mixing armor (see above) is not allowed.
Unused armor cannot be used later and will be 'left behind' as war moves on. It is not possible to carry over salvaged but unused armor from one scenario to an other.
_Reinforcements_ Roll one d10 for each side on the table below, add +2 for the winning side. 1 no reinforcements 2 no reinforcements 3 receive 1 light infantry unit 4 receive 2 light infantry units 5 receive 1 heavy infantry unit 6 receive 2 heavy infantry units 7 receive 1 light vehicle 8 receive 1 medium vehicle 9 receive 1 light walker/Panzerkaempfer 10 receive 1 medium walker/Panzerkaempfer 11 receive 1 heavy walker/Panzerkaempfer 11 receive 1 heavy walker/Panzerkaempfer and 1 medium vehicle
In addition to the random roll, each player may purchase units with Victory Points. Each Victory Point is worth one Build Point.
Victory Point Values: light Infantry 1 heavy Infantry 2 jump Infantry 3
Ultra-light Vehicle 2 Light Vehicle 3 Medium Vehicle 4
Light Mech 4 Medium Mech 7 Heavy Mech 10
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Post by Dagger on Dec 19, 2011 17:46:17 GMT -5
Awesome... You've done a wonderful job of fitting Mech Attack to the Gear Krieg genre... I'm impressed...
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Post by pansophy on Jan 6, 2012 2:50:58 GMT -5
Thank you It is fun to play and all I can say is the game runs very smooth with these rules. Captures the feeling quite well. Creating Tanks is mostly done on the fly, as we changed the scope of the game from a Tank heavy one to a Mech heavy. It simply suits our needs more. Cheers!
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