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Post by vulpine on Oct 7, 2015 7:49:25 GMT -5
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Post by Adkenpachi on Oct 7, 2015 8:47:02 GMT -5
I freaking love it! If the rules turn out good you should take it to the BBC
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Post by vulpine on Oct 7, 2015 10:24:38 GMT -5
Tried the beeb... Someone already owns the minatures rights.
However. It's 28mm and ours are 10. But they don't do dule licence. So it's hobby only!
But the rules are, and I realise I'm bound to say it, really really good.
Me and my mate (my mate did the main bulk of the rules, I only co wrote and did the army lists) have taken over 3, poss 4 years over this now!
It's built around the idia that rules come before models! Meaning were not tied up with the cost and prices and can stick with what we know and follow the law/background as close as possible.
It's also built on squads, not individuals. I would say for example 40k is individual models not squads. Yes in 40k they have to be within a certain coherence and fire at same target but it is, man per man rolling.
In Doctor Who (it's actually called TimeWars, the Doctor dosnt really feature in the game) it's the squad. For example, a character joining dosnt change the stats of that squad, they gain only his Nerve (like leadership) and might get +1 to combat etc. A weapon upgrade for the squad dosnt add a seprate weapon, or have its own stats, it gives a bonus to that squad.
Look at it more as an individual entity. More or less, the number of models is the amount of wounds/toughness that squad has left and how potent it is. So larger squads of usually ten is the key, small squads of five struggle.
That adds a new macanic to the game. You use your larger and more powerful squads to weaken the enemy and once the enemy squad is weakened you then finish them off with your smaller/wounded squads. So you have to think what order.
Also, you have two actions per squad. Do you move closer to your target and then fire at closer range? Or fire at range then get out of trouble?
It also grows better, each detachment (like a platoon) has it's own leader, so a platoon could bottle out if it's lossed to many squads. Usually we have one to two detachments. But say you have five detachments. Losing three (over 50%), would meany the army might flee. So it dosnt become a big grid because of the larger game. In some ways it could go quicker. More enemy fire power picking in your weaker detachments might mean an end to you quickly as you commander loses never as his officers flee the feild.
Finally the armies play very different from each other:
•Time Lords: Elite well trained squads, very fast but fragile and also lack heavy weaponry. • Alliance: The humans Very good all rounders. Decent equipment, armoured and armed marines who can all be mounted in transports and with a good mix of with Ellite squads like U.N.I.T, Ice Warriors and Draconians. • Vogans: The light infantry force. Very fragile but with large squads can take some fire before bugging out. Hit and run tactic and many squads with the ability to call in mortar fire.
• Cybermen: With the most Elite basic troops in the game. Good shots, can take enemy fire and won't retreat! Also the Cybermat swarms are like moving minefields. Denying areas and funnelling the enamy into one place, meaning the lack of numbersand ability to cover the entire board is reduced to one killing zone. • Sontarens, half decent armour and can be very well equipped. Very well trained and bread for war!!! • Daleks, slow but like little tanks. However, with the cheap troopers and Ogrons can have a decent amount of numbers. Also, these troops are expendable so the loss of these squads don't regester to there Dalek masters. Usual tactic is to send in these expendable troops in the first wave. By the time these are dead the Daleks have caught up and can mop up the last of the enamy. A gaming style different to any other I have used.
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Post by vulpine on Oct 8, 2015 3:46:23 GMT -5
Anyone who wants rules please PM me.
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