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Post by Soap on Jul 8, 2013 17:15:44 GMT -5
So, I bought a Airfix kit yesterday, and the ever rising cost of GW models and books got me thinking. Why don't I just make my own game? It's been something iv wanted to do for a long time, so I just wanted to know what you guys thought. Would it be worth my while? Would you guys be intrested? And just any other general advice? Eg, like what to start lol.
In a nut shell: it will be based in 2005/2006, and the focus of attention will be the Falkland Islands. Once again Argentina and British forces are drawn into a conflict over the Islands. Players will fight for the sky's, controlling a small number of aircraft (2/3) as either British or Argentina forces. I think the scale of 1:72 is big enough.
Well that's the basics. What do you guys think?
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Post by BG. Foster on Jul 8, 2013 17:39:58 GMT -5
Count me in!
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Post by RedsandRoyals on Jul 8, 2013 17:45:37 GMT -5
Two quick suggestions.
1) Look up what 1/72nd scale vehicle and infantry kits and see what options you have. That's the part you have the least control over, so I'd use that as a basis for narrowing down what your game will cover.
2) Your choice of setting may be your greatest initial difficulty. I doubt anyone produces 1/72 scale troops that could represent Argentines with any degree of accuracy, and most of the modern vehicle kits that you're likely to find (Challenger 2s, Typhoons, etc) wouldn't be deployed to the Falklands. The two factions would also be fairly mismatched if you tried to accurately represent their capabilities. I'd suggest either finding a different conflict, or making a generic set of rules for the early 2000s, so people can decide on their own scenarios.
Reds
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Post by Soap on Jul 8, 2013 17:56:05 GMT -5
Thanks Reds. I choose the FI because I know what UK forces had there at that time (I was there). I also chose that location as believe UK air power is probably superior, but hampered due to low numbers compaired to argentine having lots. Final point for using that location is its easy. Low amount of aircraft to make stats for for the beginning of writing up the game, with the posability of a indepth back story.
The plan was also to be purely aircraft based, and between Revel and Airfix I think nearly all aircraft are covered. I do see your point on the location though. Maybe write a set of rules up, then write up scenarios for conflicts.
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Post by treadiculous on Jul 8, 2013 18:00:36 GMT -5
I've been thinking for some time that a dice system of D10's using a percentage system would be good.
a single good roll eliminates the entire squad while progressively worse rolls leaves more survivors
= less dice = more pace = more turns = more tactics.
ie: roll one D100
00% - critical hit, 100% damage to unit 01% - excellent hit, 80% damage to unit, unit stunned 02% - great hit, 60% damage to unit, unit stunned 03% - good hit, 40% damage to unit, unit stunned 04 - 14% moderate hit, 30% damage to unit, unit stunned 15 - 30% suppressing volley, 20% damage to unit, unit goes to ground 31 - 50% overwatch spread, 10% damage to unit, unit goes to ground 51 - 70% area denial, unit goes to ground 71 - 99% - no effect
a bunch of modifiers for different weapons to make things interesting and you have a pacey little table top shoot 'em up.
(if required, get a mathshammer out and borrow some stats)
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Post by RedsandRoyals on Jul 8, 2013 18:04:17 GMT -5
Thanks Reds. I choose the FI because I know what UK forces had there at that time (I was there). I also chose that location as believe UK air power is probably superior, but hampered due to low numbers compaired to argentine having lots. Final point for using that location is its easy. Low amount of aircraft to make stats for for the beginning of writing up the game, with the posability of a indepth back story. The plan was also to be purely aircraft based, and between Revel and Airfix I think nearly all aircraft are covered. I do see your point on the location though. Maybe write a set of rules up, then write up scenarios for conflicts. How realistic a representation are you going to try and go with for each nation? For example, one of the things that crippled the Argentine Air Force in the 80s was their lack of tanker aircraft, which meant they were operating at the extreme edge of their range and couldn't really dog fight or loiter over targets. They still have similar problems today. Will that be represented in the rules by the Argentinians not having a long loiter time, or being restricted in maneuvers, or are you planning on hand waving logistical stuff like that? I'd recommend hand waving, since it's less work. Reds
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Post by Soap on Jul 8, 2013 18:29:59 GMT -5
I think what I will do is work on basic rules for one aircraft that has little special about it. Say a BAE Hawk. Work out how to do movement, then add a couple of anti air missiles. Then add a second aircraft like the Tornado F3 to work on a superia fighter, and to see if I can get some sort of realistic combat. So I have two jets from the same nation, where one is notabily better than the other and I hopefully will be able to work out a balance between poor and good aircraft as a guild for other nations.
The second step would be then to add another nations aircraft. Argentina for example. Then hopefully I will have the makings of a half desent game.
With regards to being ultra realistic, I think I will add problems like that for scenarios. So one nation will have tactical problems to deal with like the one you mentioned above.
Tread: I like that idea, but don't know what combat system I will use as of yet.
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Post by Adkenpachi on Jul 8, 2013 18:30:49 GMT -5
Just make rules etc using Falklands as a guide but allow players to use those rules for any army so you COULD do like Germany vs Denmark or whatever
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Post by Soap on Jul 9, 2013 8:37:10 GMT -5
I'm actually having a change of mind and bringing it more towards present day, and not having nations - but making it more like players own a private army... erm... airforce.
So, plus points to this is I won't be bias towards the RAF, and won't have to worry about a conflict area for the game to be focused on. Also I won't be restricted to nations aircraft in service, as a private company will buy and sell aircraft as their budget allows and need demands.
Bad points will be the game will be more RPG so a lot more work will be needed to put in with regards of buying stuff, experience gained for pilots etc.
What's everyone's thoughts on this idea?
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Post by BG. Foster on Jul 9, 2013 8:44:28 GMT -5
So like a tabletop version of World of Tanks but with planes?
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Post by Soap on Jul 9, 2013 9:35:23 GMT -5
Well more like a table top version of Hawx if your gonna compare it to another game.
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Post by BG. Foster on Jul 9, 2013 9:37:59 GMT -5
Not played Hawx. Will see if I can get a demo of it.
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Post by Adkenpachi on Jul 9, 2013 9:44:06 GMT -5
Hawx was great... for an hour or so You'll get loads of inspiration from necromunda dude, replace territories with military style buildings to gain resources which allow you to build your own craft, have a between-skirmish recruitment phase etc etc. When I get some more time to write ill throw ideas at you but thinking about a modern/near future gang style air combat table top game is giving me some mahogany!
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Post by RedsandRoyals on Jul 9, 2013 12:46:35 GMT -5
So like a tabletop version of World of Tanks but with planes? You know World of Planes is a thing now, right? Reds
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Post by BG. Foster on Jul 9, 2013 12:49:03 GMT -5
No I didn't. I do now though.
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Post by Soap on Jul 9, 2013 12:59:22 GMT -5
Reds that pleases me.
Adken/everyone: all ideas welcomed!
I want movement and combat system sorted first. Then I'll expand the RPG side.
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Post by vegna on Jul 9, 2013 19:52:00 GMT -5
Sounds interesting, but I think the scale might be quite large and with the limited units might be easier to use a card. if it works then maybe a small playing piece and then build it up to larger models. Air combat is over large space now, 1/72 airfix planes are still quite large so smaller would be easier. Also what games have you looked in to? helps to get an idea of the current success of plane games. Instant bandits is a nice one, friends modified it for the spannish civil war and has very nice planes for it and they cost between 20 and 80p
Oh and lastly, I have dibs on Cosmic!
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Post by RedsandRoyals on Jul 9, 2013 20:55:03 GMT -5
Vegna's got a good point. For air combat, you'd need small scale tokens on a large map, with say 1in equaling 100 miles or whatever. Aircraft could move at various speeds, like 500mph, 750mph, 1000mph, etc, depending on their top speed, and how fast the controlling player wants to go.
Speed effects turn radius as well. Aircraft going slower can turn more sharply. Agile aircraft, like the F 16 (as a random example) may receive a bonus mod on the turning rate table, while ones that aren't maneuverable (the Starfighter leaps to mind) take a penalty. Speed could also affect certain shooting actions (like dropping bombs), adding accuracy penalties for faster speeds.
Reds
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Post by Soap on Jul 10, 2013 5:24:54 GMT -5
I had thought about speed and manoverability, but not so much on distance. I haven't had time to work on anything yet, just throwing a few ideas around.
With scale, I was hoping that would be fine and have the combat more like a dog fight. On a 6x4 table surely this would be enought? 6 / /12 aircraft at a time.
Unless I drop back to WW2?...
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Post by Soap on Jul 10, 2013 10:22:06 GMT -5
Well I've been thinking things through while doing mundane work and I may have a genius idea. However, I'll have to do a little research before I let the cat out of the bag! Even then, this may have to be a top secret project
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