Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

The picture is nice, makes it clear what the setup is supposed to look like. Having to make either 4 blocks of 250 or 500 sounds like it'd be pretty restrictive for list building, especially if you want to follow force-org. It means the defender pretty much must create a single 250p unit for all but one corner because they're only allowed 5 units total. Also  what is meant to be "core infantry"? It's not really a game term, I assumed it meant something like "non-tough"?

And you mention that you can deploy "touching an enemy, as if declaring a charge" but that isn't very clear to me - does that mean you immediately fight, and then still get to activate later? That sounds like a good reason for the defender to stay in their corner because it sounds really painful. 

Thanks so much for taking the time to read, apologies for any clarity issues:

1) Force organization rules are modified for this mission (what wasn't clear was the limitation removals for Army Forge box unchecked), with the intent to make the defender resisting an unexpected or sudden intrusion (like in the story text) have to react to the enemy with limited forces before the center grows too strong. Does the defender try to wipe out the growing force piecemeal? Consolidate and possibly give up objective point locations? Try to contain the growing force, etc...? Defend in place and risk enemy attacking a single weak point for objectives, etc...For the Attacker the only way to get points is to engage the enemy as well to get to objectives so it was all meant to force player engagement rather than turtling :)

2) The low points for each force during the turns were to discourage taking an overwhelming unit on both sides as well as allow for a possible last minute rescue "team".

3) Core Infantry Special rule was meant to mean a "Core Unit" from Army Forge that is not a biker, walker, hero, etc... that was to make taking less optimal units more viable.

4) The "touching an enemy" you referenced was to keep the defender from blocking Attacker deployment with a quick center rush unless they fully covered the center objective (i.e. no space rule delay), but still allow for the attacker to place units in open spots for deployment. Attacking immediately seemed a good way to clear space as well, so yes they would get to attack and still activate later - its meant to be brutal for the Defender, but depending on forces chosen not necessarily impossible to still block the attacker entry point to try to keep them off the board and possibly get VP for units never deploying.

Definitely needs polish, but I hope you get an opportunity to try it sometime!