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(14 edits)

Sorry to spam you a little bit with my wild ideas, but hey, WH40K is such a fun universe. Been reading some Lexicanum lately, very impressive well of lore. Anyway, I have been playing around with some numbers and I came up with an early version of the squad assembly material, mainly focusing on the pointsworth of each unit variant.

There are five unit types, as given by description:

(1.) Leader is an avant-garde Space Marine soldier in terms of battlefield prowess and biotechnological engineering. Distinguished with wearing an emblematic bone-white armour, the Leader leads battle brothers by example. Only one Leader per squad is allowed.

Special rules: twice per mission, the Leader may attack with ‘Frag Grenade’ (short range, single target, damage 4, blast, cost 4 AP).

(2.) Troopers are highly trained Space Marine soldiers, holding universal applicability of tactical value on the battlefield.

(3.) Medics engage in warfare to actively support their fellow Space Marines, helping many survive the wounds otherwise possibly fatal.

Special rules: each allied Space Marine on a tile adjacent to the one of Medic, receives a continuous bonus of 2 HP extra. The bonus lasts as long as the unit remains in touch with the Medic. Disjoining from the Medic, will make the bonus nullify as soon as the next turn (may cause death if little HP remaining).

(4.) Gunners provide a vital firepower backbone in the Space Marine army, excelling at heavy weaponry of devastating power.

(5.) Reserved for open field battles, the Raptors utilize their ‘Raptor’ engine jump-packs to rapidly confront the enemy and provide combat assistance of high mobility value. 

Special rules: movement costs 1 AP per tile (unit rotation costs without change).

So these are the unit types. Now for the pointsworth:

Leader – Bolter Pistol: 4
Leader – Storm Bolter: 6
Leader – Plasma Pistol: 5

Trooper – Bolter Rifle: 9
Trooper – Graviton Gun: 10
Trooper – M/C Bolter Rifle: 15

Medic – Bolter Pistol: 13
Medic – Storm Bolter: 15
Medic – Plasma Pistol: 14

Gunner – Heavy Bolter: 11
Gunner – Assault Cannon: 11
Gunner – Plasma Cannon: 17

Raptor – Bolter Pistol: 14
Raptor – Storm Bolter: 16
Raptor – Plasma Pistol: 15

The squad at minimum consists of a Leader and two other units. Maximum is a Leader and eight other units.

Cheapest squad setup comes at 22 total pointsworth. Most expensive squad setup equals 142 pointsworth. I propose to introduce an order of thresholds varying by 15 each level, starting with 30 and ending up with 120. That would be: 30, 45, 60, 75, 90, 105, 120.

For each mission, the player would choose the threshold amount of points oneself. If mission successful, it would be booked in the high scores of given mission, allowing the player to sign in a name of the squad that made themselves a name. If the mission was completed without the loss of any squad member, the name of the squad would go to a separate - more important - book of high scores, marked as "perfect".

If you would like to know how did I get to the particular pointsworth values, I can link you up the spreadsheet. It is all rather nominal, we will see whether it does justice.

I think majority of typical missions should work on the basis of 'Capture the Flag', which means, not only to get something, but also bring it back to the dropzone. 'Assault' missions, are to achieve certain spot, but also to hold it for a number of turns. Another kind of mission is 'Headhunt', which ends with certain unit being killed.

Yet another type of mission is 'Mayhem', which ends with having all enemy units killed or rendered armless - the latter, due to shortage of both the ammo and the combative special abilities, for example - albeit this is no good against the endless spawnings of the Tyranid, so rather perhaps against some more quantitatively defined forces, such as other Space Marine Chapter. It is possible for the 'Mayhem' to end up in stalemate.

'Skirmish', is a type of mission which must resolve within fixed and narrow amount of turns. The party which has scored more pointsworth in slaughter of enemy units, wins. Again, this poorly applies against the Tyranid, but maybe if to assign each Tyranid infantry unit of any kind the symbolic cost of 1 point, the mode could be tested.

PS.

Summary of changes to the earlier assumptions:

=> Captain/Leader - changed the unit name to "Leader"
=> Leader - added special ability, the "Frag Grenade" attack
=> Medic - changed the rules of special ability

Furthermore, perhaps if to bring the base HP of the Leader up to 6, for the reasons of correspondence with the damage line of Heavy Bolter, such as the base Marine HP corresponds with the damage line of Bolter Rifle.

Hi, thanks for suggestions. Your ideas definitely helps! I am working on the game this weekend and hopefully get new version out soon. You can share the excel with me through google spreadsheets or similar. We can also move to some better tool to keep track of all the ideas such as Trello board if you are interested.

(16 edits)

Glad to hear that. HERE is the spreadsheet. You can comment. Also, I have seen on some websites around the itch that developers established local forums. Maybe it would work for this place too?

I can go through thusfar suggested material and maybe put it into a more cohesive piece, unless there is no actual need to?

Regarding the directional armor bonus for the Space Marines, I was thinking if there could be problems in determining when does the received damage reduction apply? In close encounter with the Tyranid, it is easier to determine, because Tyranid can only attack from adjacent tile, which means, it is clear whether the Marine faces the opponent onwards or not. In case though some opponents wielding ranged weaponry were to be introduced eventually, the case gets more complicated. Even if mechanically it is solvable, it still ought to be simple enough and clear to the player, when one can count the bonus in for granted.

Eventually, we may back down to a standpoint that the armour bonus works only against attacks launched from adjacent tile.

EDIT:

In the Linux version of the game '0.0.12', I cannot seem to be able to exit the mission, albeit I can exit the game from the menu.

Minding that the amount of tiles the Marines can move may differ from the original Space Hulk, the maps ought to be proportionally increased in size or made more complicated.

For the units, the artwork is okay... y'know, it is there. But I would opt, for now, to replace the actual unit models with mere symbols on visually styled square tiles with proper unit symbol put on them. The direction the unit faces, could be emphasized with a marking on one edge of the tile, speaking of Marines - or on all edges of the tile, speaking of Tyranid infantry.

Try to maybe find a way on how to inform the player of enemy movement without having the screen go all wild.

There is apparently a bug, which allows the unit to move with only 1 AP - while the movement costs 2 AP.

PS.

'Multi-target' means that up to three targets in the range of fire can be affected in one attack.

For the range, we ought to assume some simple solution. For example, short range is up to three tiles ahead of the unit, middle range is six tiles far and long range is nine tiles in distance. That is for the current size of the maps. Eventually we can upgrade, for example to 4/8/12 or 4/7/10, eventually assume some more irregular ratios, depends.

Movement backwards for the Marine ought to cost 3 AP per tile, also for the Raptors. This would affect the description of special rules for the Raptors, to such, for example:

movement onwards costs 1 AP per tile (unit rotation and backwards movement costs without change).

It is also important to point out that the special ability of Medics, is now cumulative, which means, a unit supported by the Medic, gets +2 HP for each Medic on adjacent tile. Effectively, up to +8 HP can be held this way, if tactically sensible.

My opinion on the Tyranid, the way it is done currently in the WH40K universe, is that it is royally screwed up and we should only very loosely base on it for the inspiration.

I am actually thinking, what if to upgrade the special ability of a Medic, in a way that the unit Medic faces onwards, gets +3 HP bonus, instead of the regular +2 HP.