Showing posts with label Tracks Turrets & Tokamaks. Show all posts
Showing posts with label Tracks Turrets & Tokamaks. Show all posts

13 June 2023

Tracks Turrets & Tokamaks: Playtest (in progress)

I set the moon table back up last weekend, in order to finally test my rules for future tanks, Tracks Turrets & Tokamaks (TTT). I intended to test the rules last August, after making a terrain mat but that stalled. Although I didn't expect 10 months to pass between another attempt, I took advantage of the time and doubled my number of lunar scatter terrain pieces. More significantly, I've redesigned the rules for the third time.

I've sought a set of solitaire tank miniature rules ever since completing my first future tank sculpts (10 years ago now!). TTT started as a modification of Andrea Sfiligoi's Song of Blades and Heroes (SoBaH) family of games, since those wonderful rules work very well for solo. The modifications became so extensive however that I decided to just create a solo tank game from the ground up. Still, TTT's origin as a SoBaH hack shows in its use of activation dice, although I shifted to d10s.

The genius of Andrea's SoBaH activation mechanic lies in its "press-your-luck" aspect, where the player has to decide between retaining the initiative by acting conservatively, or potentially losing initiative while attempting a decisive action. Unfortunately, the brilliance of this mechanism dims a bit in solo play, as the solitaire player always knows just how aggressive or conservative the "other" side will be.

My solution for using activation dice in solo play involves playing cards. The suit (color really, red or black) indicates which side activates, while the number value indicates the amount of information available to the activating unit, which in turn influences the effectiveness of the activation. Face cards represent either support element activation or exceptionally precise/accurate information and therefore offer even more player decisions. So in my system I've unfortunately lost the "gamble for initiative" aspect but at least preserved the unpredictability of who's going next.

The activation rules have weathered three iterations of rewrites, essentially unchanged, while I've extensively tinkered with movement and shooting. Originally the game featured move distances read directly from the activation dice, requiring a lot of tape measure use. I returned the game to its SoBaH roots, opting instead to sacrifice a little tank-design individuality in favor of movement bands.

Quick Reference Sheet
I decided to incorporate the movement bands into the design of a quick reference sheet (QRS), instead of creating movement sticks. The resulting size of the QRS gave me a lot of real estate to put nearly all of the required tables on one side, leaving the other side blank for unit rosters. The QRS' most notable feature, the 33mm hole, allows the player to extract information from a die face's position.

I stole the idea of getting information from dice face position from Joe McCullough, the designer of the popular Rangers of Shadowdeep and Frostgrave games. I've never played any of Joe's games but I heard him talking with Matt over on my favorite podcast, Bedroom Battlefields Tabletop Miniature Hobby Podcast. On that episode, Mr. McCullough mentioned his brilliant realization that the triangular faces of an icosahedron come up pointing in a random direction with each roll; the die face therefore acts as a perfect indicator (in his games) of random scatter direction. I realized that with a template this idea could be extended to other information, with the die indicating a wide variety of results ouija board-style.

Representing technological warfare on the tabletop requires accounting for a lot of different factors: target signature, shooter tracking ability, countermeasures, counter-countermeasures, weapon/armor interaction, etc. I wanted to incorporate as many of these factors into the shooting mechanic as possible without being bogged down by cumbersome matrices with tiny type, tons of on-board markers, or a list of endless modifiers. And I wanted shooting resolution to avoid a time-consuming multi-layered approach, i.e. "roll to lock-on, now roll to hit, now roll to penetrate, now roll to save". Originally I tackled this problem by using dice colors and sums, allowing the dice results to do double and triple duty in a single roll. For example, in a previous rules iteration, each individual die result indicated potential damage, while the sum of the values on two of these same dice (sharing a discrete color) indicated potential ammo exhaustion. The problem with this approach was that the results, while supposedly representing disparate factors, were coupled. The QRS template versus die face method beautifully decouples the factors, while allowing me to keep it to just one attack roll.

The playtest scenario was a straight skirmish, with each side starting with 3 tanks on the board and 3 in reserve. The session's yielded a lot of insight, even though I'm still only in the opening phases. Things I've learned already:

    - The QRS works well; it's large enough to write on but small enough not to be obtrustive, even with one per platoon.

    - I've fallen out of love with on-table tokens. Originally I planned to track all sorts of tank statuses though tokens. Sounded good on paper but as soon as I saw how cluttered the board was, I ditched that idea for paper recordkeeping.

    - Don't design during playtest! I kept coming up with new rules, and immediately implemented them, during play. Very quickly this led to confusion. A great lesson-learned for me was "design-playtest-iterate" not "playtest-iterate-playtest"

    - The game moves fast. I've only drawn maybe twenty cards and already one side has lost a tank while the other side has suffered heavy damage in one. While I'm trying to avoid the "fight in a parking lot" feel, initial results indicate at least 5 v 5 would be a better lineup.

    - I need an objective-based scenario. Two opposing forces employing sound tactics simply results in an inevitable stalemate, with reckless action needed to inject some interest in the fight. Hopefully support elements will also force action but I've yet to activate any!

23 August 2022

Moon Board Complete

 

I finally got my moon table finished and ready for action.  Maybe later today or tomorrow I'll start playtesting my future tank game, Tracks, Turrets, and Tokamaks in earnest.

YouTube features quite a number of videos describing how to make  DIY battle mats out of acrylic latex caulk and canvas drop cloths, with little variation in the various techniques shown.  

I followed the general instructions and created the moon themed mat shown here.  The mat turned out great: it's rugged, lies flat, rolls nicely, and doesn't seem to be shedding the texture bits at all.  I was a bit indulgent on my additives resulting in an aggressive surface texture.  Not enough to cause cocked dice or tumbling miniatures but almost.

The mat looks small to me but measures roughly 40 x 54 inches (102 x 137 cm); it took four tubes of caulk to cover that much area.  The caulk was relatively cheap at (US) $2.50 per tube, I've got tons of old house-paint in neutral colors, and I only used half of the (US) $13 drop cloth.  I should be able to crank out another mat for more terrestrial settings and this'll place my cost at less than $20 per mat plus time spent.

Space tanks moving into overwatch position
I fashioned six moon crater terrain features in addition to the sci-fi buildings I constructed previously.  Looking at the full table makes me realize I need a lot more scatter terrain to break line-of-sight; especially since in my game there are no weapon ranges. 

07 July 2022

Tanks on the Moon

 

Tanks on the Moon?  Well, maybe tanks on a moon.  That can't possibly be our Moon with that color.

So, with a little bit of time on my hands I've decided to commit to getting a full table of terrain to go with my little future tanks, which include both my scratchbuilds shown here and commercial armor from the old Future Wars line.

At first I was going to do a terrestrial city board but then decided to do a moonscape instead, figuring it'd be quicker to build and really punctuate the sci-fi theme.

I made the big rocky outcropping piece above as a test piece.  We had some leftover "Lemongrass" house-paint from when we first moved in (8+ years ago) so I tried that out with a tiny bit of black craft paint added.  A quick ink wash left the terrain piece with a decidedly greenish tint.  I may repaint with a more gray-brown tone but as of right now I'm sticking with this shade.  As I said, the terrain represents some arbitrary cratered planetoid and not Luna.

I chose the moonscape option because it also allows me to make "futuristic" buildings, i.e. it frees me from having to make buildings that accurately replicate Main Street in one's hometown.  

Tank is 33mm long for scale
Food packaging, combined with a few techniques from sci-fi model building, like thin plastic panel add-ons and weathering, make suitable lunar outpost structures.  The greeblies and nurnies on this example Administration Building generally came from my bits box, except the rooftop machinery, which I sculpted, molded, and cast.

The building's red color was borne out of necessity.  I bought a defective can of white spray paint and totally ruined another building, as shown in the before-and-after shots below.  I knew the red spray can worked well so I just went with it.  Who knows, maybe the buildings are painted high-visibility to be spotted from space.  

I hate painting terrain.

Before: Color OK but clogged airbrush

After: Thanks Rust-o-leum

08 February 2021

Tracks, Turrets, & Tokamaks: Virtual Playtest and Filecards

I have not abandoned my goal to get Super Mission Force (2nd Edition) to the table.  In fact, I've made progress in that regard by completing one of the six figures needing paint.  I plan to post the full complement of six when I get them all done.

Life is getting very full recently so I've found it efficient to combine hobby time.  My bi-weekly AD&D (1st Edition) game was yesterday and since it was via Discord, I got five hours of miniature painting in, getting base coats on two more minis!  Shhhh...don't tell my DM.

Macro uses one of two templates
On to the topic of this post.  I've run a few virtual playtests of my future tank game, Tracks, Turrets, & Tokamaks (TTT) in order to find all the bugs.  Since the rules are solidified enough for a rough draft, I'm confident enough to put a some effort into actual play materials and do a full (virtual) playtest.  

During TV time with the Missus I was able to knock out a filecard maker on MS Excel using Visual Basic.  Now I can just fill in the information on the spreadsheet, tell the program how many sheets I want and for which force, press "Go" and watch it spit out entire platoons.

I've photographed one example each of my "table-legal" (i.e. painted) tank types in both planform and profile views, placing the pics on the card template.  Then using the "Selection Pane" feature of MS Office, I can simply cycle through the pics to assign the correct miniature to the filecard. 

The sheets are 5.5 inch by 4.25 inch, designed to be printed four to a sheet on standard piece of US Letter sized paper and cut twice.

I have no terrain built (and super-heroes are supposed to be the next game) but I just had to start this playtest.

The first game will be a 6v6 brawl with no special objectives other than smash the enemy force.  The blue force has two three tank platoons of the same medium tank type.  Opposing them is the red force, with two different medium tank designs, three per platoon.  

Virtual Playtest: Start of Turn 1
Support elements make up a big part of TTT; most of the 30 different 
available options are simple die rolls impacting the opposing force, therefore reducing the number of extra required miniatures.  

Too Fat Lardies' game Chain of Command inspired the (presumably) heavy influence of support elements in TTT.  Although I've not played CoC myself, I've watched heaps of actual play videos on the Tabletop CP YouTube channel.  I like how although CoC is an infantry game, and ultimately the game is won or lost on infantry tactics and performance, the support elements are often game changers.

So, for this first game of TTT I've drawn the support element cards (cards and dice are used in my game), indicating quite the support element advantage for the red force.  Red team has five support effects: a Full Mission Rehearsal, 2x Orbital Bombardments (!), an Artillery Strike, and Jamming Support.  Poor blue team ended up with only Heavy Jamming and Reinforcements (1-4 Light Tanks).  The red force puts one of the Orbital Bombardments On Call, while the blue force opts for On Call Heavy Jamming.  We'll see if the liberal use of support elements "over-flavors" the game.

The tank types: