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  • Locked thread
kingcom
Jun 23, 2012

I AM CARVALLO posted:

Can someone explain the opossum meme? I've only been reading Trad Games since Marchish and I haven't figured it out yet.

Opossums are loving awesome.

https://www.youtube.com/watch?v=kGfsLYfPRxE

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Ashcans
Jan 2, 2006

Let's do the space-time warp again!

It's basically just that people like opossums. And also that a creature that is mostly considered vermin and eats your trash is better than GW. Also maybe a little of projection of skaven appreciation? I don't know.

Helen Highwater posted:

Also it was a pointless choice. Because the requirement for facing was that something in the unit had the facing to see you, not that the whole unit did. So you'd be careful to end your movement by having each guy in your squad all face different directions so that you'd not be caught out of facing. It slowed down play massively (in a system where lots of other pointless micro bullshit decisions also slowed down gameplay).

In the skirmish games where a unit was a single figure, facing was important but in 2nd Ed 40k itself, it was a pointless stick to beat newbies with.
I thought it mattered for individual weapons like heavies, etc, but I am not going to pretend that I still have all the details of 2nd edition memorized. It was a good choice to take it out when they did, but I think its fair that it should have been replaced with something else.

I don't really know how you could do a scifi battle game that operates with individual figures and still has units be more meaningful divisions. It seems like you either need to play a game where figures operate as individuals, which necessarily limits it to a skirmish-level force, or you go up to massive battles and then the units are abstracted onto a single base like DZC or Epic. Is there any game where you play games on the order of 40k where there are meaningful unit rules?

It's probably not a great idea anyway, because a big part of the timesink for a huge 40k game is actually just shuffling around dozens of figures on the board, so even if you had great rules that made the units more significant, you would still be pushing around dollies for an hour.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Gravitas Shortfall posted:

You're not wrong in this case, but Opossums are the US species. The antipodean animals are Possums.

The box clearly says "Fresh Especially Angry American Possums" on it.

Mad about marsupials ITT

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Also that is clearly an Opossum in the picture, they look significantly different than Possums, which are significantly cuter and look overall less like someone irradiated a rat and gave it mange.

Elukka
Feb 18, 2011

For All Mankind

Leperflesh posted:

The absolute amount of time a particular passtime takes doesn't really matter to me - unless it's multiple days, at which point maintaining board state overnight becomes a problem. What matters is whether that time is passed entertainingly, or if it's mostly boredom and frustration.

40k taking three hours isn't the problem: it's that too much of that time sucks rear end to experience.

OK, it is something of a problem, in that it's harder to block out four hours to play a game (because you need some time for setup and teardown, plus a certain amount of faffing about before/after), but people manage to find four hours for all kinds of other leisure-time activities.

40k is a bad game. The fact that it takes three hours just makes it worse. If it was a bad game that only took 1 hour to play, you might be willing to humor a friend that is really into it, especially if your friend provides all the models and terrain. A three hour game has to be good.
What you need is a good density of meaningful decisions. You can have a game that lasts for 30 minutes or a game that lasts for three hours and it's possible that they can both be good, but the three hour game should really have about six times more meaningful decisions to do. Often they don't, and what you're really doing most of the time is processing. They don't provide you with actual gameplay at good pace, they only let you decide a few important things and then make you act as a really slow CPU to roll the rolls and update the game state.

Good tabletop games (irrespective of whether they're board games, wargames or RPGs) minimize processing and retain a good pace of actual gameplay. Every time you introduce a mechanic that necessitates more processing you need to think real hard about whether it adds enough gameplay depth to warrant it, and mercilessly cut it if it doesn't. In a video game introducing something that takes a bit more processing is not much of a problem but on the tabletop it has a very significant cost. In my experience, in general boardgames and cardgames are best at this, wargames are somewhere in the middle, and RPGs are the worst.

Bistromatic
Oct 3, 2004

And turn the inner eye
To see its path...

Ashcans posted:

It's basically just that people like opossums. And also that a creature that is mostly considered vermin and eats your trash is better than GW. Also maybe a little of projection of skaven appreciation? I don't know.

I thought it mattered for individual weapons like heavies, etc, but I am not going to pretend that I still have all the details of 2nd edition memorized. It was a good choice to take it out when they did, but I think its fair that it should have been replaced with something else.

I don't really know how you could do a scifi battle game that operates with individual figures and still has units be more meaningful divisions. It seems like you either need to play a game where figures operate as individuals, which necessarily limits it to a skirmish-level force, or you go up to massive battles and then the units are abstracted onto a single base like DZC or Epic. Is there any game where you play games on the order of 40k where there are meaningful unit rules?

It's probably not a great idea anyway, because a big part of the timesink for a huge 40k game is actually just shuffling around dozens of figures on the board, so even if you had great rules that made the units more significant, you would still be pushing around dollies for an hour.

The first idea that comes to mind is that when you have a unit you only measure movement for the leader and the rest of the figures just get placed up to a certain distance around them. Doesn't matter if some grunt moved from the back of the squad to the front and exceeded his nominal movement speed. The facing of the leader signifies there the squad is focusing their attention and they gain a bonus against things in that direction.

fake edit: instead of coherency by distance have the unit maintain base to base coherency. Give each unit a positioning rating, that tells you how many figures can be between any grunt and the squad leader. Positioning 0 means grunts have to be directly base to base with the leader, Positioning 1 means each grunt has to be either b2b with the leader or with someone who is b2b with the leader and so on. That way you have to only actually measure once for each unit movement but positioning and facing still matter. Obviously you shouldn't have huge figures with lots of overhang on tiny bases for this or it'll get ugly.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
What happens when the squad leader dies?

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

Ashcans posted:

It's probably not a great idea anyway, because a big part of the timesink for a huge 40k game is actually just shuffling around dozens of figures on the board, so even if you had great rules that made the units more significant, you would still be pushing around dollies for an hour.

Part of the issue here is that you have 10 man squads as the default size in 40k. If the default size was 5 and you had 4 squads, then you only have 20 figures to move around. Combine that with unit leader and cohesion rules like Bistromatic says and it would move a lot faster.

Bistromatic posted:

The first idea that comes to mind is that when you have a unit you only measure movement for the leader and the rest of the figures just get placed up to a certain distance around them. Doesn't matter if some grunt moved from the back of the squad to the front and exceeded his nominal movement speed. The facing of the leader signifies there the squad is focusing their attention and they gain a bonus against things in that direction.

fake edit: instead of coherency by distance have the unit maintain base to base coherency. Give each unit a positioning rating, that tells you how many figures can be between any grunt and the squad leader. Positioning 0 means grunts have to be directly base to base with the leader, Positioning 1 means each grunt has to be either b2b with the leader or with someone who is b2b with the leader and so on. That way you have to only actually measure once for each unit movement but positioning and facing still matter. Obviously you shouldn't have huge figures with lots of overhang on tiny bases for this or it'll get ugly.

The problem with using the base of any figure in the squad as the facing is that it sort of forces you to actually paint in his arc on the round base, otherwise you're going to be arguing with your opponent where the lines are branching out from. It can be more definitively resolved by placing a token next to the leader or unit or whatever that's just a 45 degree gauge, but you'd need one for every unit you took and you start to get board clutter.

You might get a bit more abstract though. Say the rule is something like, "Draw a line from your unit leader. If it passes through any model in the enemy unit before passing through a model in a friendly unit that is within range and has line of sight, the target unit counts as being in a crossfire." And then you define what a crossfire is. So the idea is you have two units positioned in such a way that they can both see and independently shoot the same unit, but the firing is coming from complimentary directions, not both from the front or whatever, that creates some kind of bonus. No facings, no tokens, no arguing over arcs, just a line from the unit leader through the enemy to a nearby friendly.

Bistromatic
Oct 3, 2004

And turn the inner eye
To see its path...
^^^I'm not attached to facing at all personally, i was just throwing out stuff made up on the spot. The crossfire idea sounds pretty neat provided you have to movement ranges to reasonable make it happen.


glitchkrieg posted:

What happens when the squad leader dies?

Since we're talking about a hypothetical game that focuses on the unit level there should be no way for the squad leader to die before the squad is wiped out. It would essentially just be a marked model that provides an anchor point for squad movement and coherency

Bistromatic fucked around with this message at 14:50 on Sep 7, 2016

Safety Factor
Oct 31, 2009




Grimey Drawer

Atlas Hugged posted:

I'm not sure it's idiotic. There's plenty of justifications narratively and mechanically for allowing a unit to keep its upgrades and command figure. Space Marines train all day and everyone is equally good with all weapon types. IG weapons are just point and click so you don't need special training. Etc. Remember, the game is an abstraction and losing some of those weapons can be really devastating on the first turn of the game. Anyway, how does the positioning rule work? Is it just based on whichever model is first in line based on POV?
It's pretty basic and boils down to wounds being allocated to the closest model in all cases. This applies to ranged and close combat. Melee is a bit of a clusterfuck, but properly positioned characters can still kill specialists and things.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

glitchkrieg posted:

What happens when the squad leader dies?

Squad leader is an abstraction and just represents the focus point of the unit for gameplay mechanics. In some games the leader will have separate stats and is more accurately described as a squad commander, in other games this won't be the case. In games where the leader doesn't have separate stats but it does have a specially designed model, if that model is killed then you just swap it with a different model in the unit and that's now the designated squad leader since it's really just a visual reference. If no model is specifically modeled to be the leader, you just mark a leader with a token and shift the token around as the unit takes casualties. In a game where the squad commander has separate stats, when he dies you designate a surviving model as the squad leader and mark him with a token if necessary.

Remember, the point of the squad leader is just to have a central figure from which to draw line of sight, measure distances, and form unit cohesion. He's not necessarily supposed to represent a specially trained sergeant or hero. And when the squad leader is a hero or sergeant and gets killed, there's a "chain of command" and you nominate the next guy in line. He doesn't get any bonuses, but that's where your line of sight and cohesion are being measured from.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
It works in Infinity. If your squad's leader is killed you just spend a turn and a special resource to designate a new squad leader and off you go.

If you're just using one model as a squad with a bunch of extraneous figures, abstract your poo poo to the point where one model is a squad and be done with it.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

Ashcans posted:

Also that is clearly an Opossum in the picture, they look significantly different than Possums, which are significantly cuter and look overall less like someone irradiated a rat and gave it mange.

the american opossum is ironically far less dangerous than the common brushtail possum. those fuckers will wreck you with those claws.

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

If I was going to start down this road I would probably eliminate targeting and removing specific figures anyway; you use the ability of Squad leader to draw lines of sight to target units and fire on them, but rather than killing specific guys you have incoming fire aggregate into blast markers like in Epic (showing that the unit is taking fire without literally removing anything) or you have it resolve with casualties that the controlling player removes, always favoring the Commander as the last left. That still means that things like special weapons or heavy weapons are protected by the rest of the squad, but if you use some sort of blast/incoming fire mechanic, they would be penalized for being under fire even if they aren't removed, so an attacker can still suppress them without having to kill the whole squad.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

grassy gnoll posted:

It works in Infinity. If your squad's leader is killed you just spend a turn and a special resource to designate a new squad leader and off you go.

If you're just using one model as a squad with a bunch of extraneous figures, abstract your poo poo to the point where one model is a squad and be done with it.

This is a good point. I've mentioned a few times that I'm trying to put together my own generic scifi miniatures rules and it's problems like these that I am trying to find justifications and solutions to. I think visual appeal is a valid reason to use a squad and not an individual. After all, if we're abstracting stuff, why not just go to chits and hexes? Having models to remove as a way of counting damage is a bit more elegant than adding damage counters to the table. You can also use removed models to impact morale. If you purchased support weapons for the squad, these can be modeled on some of the figures as a visual cue so that your opponent doesn't constantly have to keep referencing your army list to double check which units have extra gear. These are all things that in a game with just an individual, you would need counters, tokens, or damage dice for.

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Yea, I mean, I agree with grassy gnoll to some extent, but in that case you are basically reducing the game back to a skirmish size with fewer models, in which case there are already a number of good rulesets for that size of game. The issue is that some people want to play games with tons of dudes on the table, and it would be good if there was a not-terrible system for them to use to do that. I am much happier with small games now, but I certainly had a period when I wanted to put all my guys on the table.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

Ashcans posted:

If I was going to start down this road I would probably eliminate targeting and removing specific figures anyway; you use the ability of Squad leader to draw lines of sight to target units and fire on them, but rather than killing specific guys you have incoming fire aggregate into blast markers like in Epic (showing that the unit is taking fire without literally removing anything) or you have it resolve with casualties that the controlling player removes, always favoring the Commander as the last left. That still means that things like special weapons or heavy weapons are protected by the rest of the squad, but if you use some sort of blast/incoming fire mechanic, they would be penalized for being under fire even if they aren't removed, so an attacker can still suppress them without having to kill the whole squad.

This is sort of the direction I'm going. Your unit has a number of attack dice, you measure from the leader, support upgrades give bonuses but not separate rolls, and the controlling player chooses which models to remove as casualties so you do eventually lose your upgrades, but not immediately. I'll likely be adding those crossfire rules I just came up with as an additional dimension to the game.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Atlas Hugged posted:

This is a good point. I've mentioned a few times that I'm trying to put together my own generic scifi miniatures rules and it's problems like these that I am trying to find justifications and solutions to. I think visual appeal is a valid reason to use a squad and not an individual. After all, if we're abstracting stuff, why not just go to chits and hexes? Having models to remove as a way of counting damage is a bit more elegant than adding damage counters to the table. You can also use removed models to impact morale. If you purchased support weapons for the squad, these can be modeled on some of the figures as a visual cue so that your opponent doesn't constantly have to keep referencing your army list to double check which units have extra gear. These are all things that in a game with just an individual, you would need counters, tokens, or damage dice for.

Those are all appealing reasons, but ultimately it boils down to your game playing better or worse as a function of model count. Is the aesthetic appeal and cheap tactile thrill of having a bunch of models on the table worth the time it takes to paint them, assemble them, all the money to buy them, and the play time spent moving and managing them versus messing with some chits or a record sheet?

And for the record I'm not posing a definite answer either way, because a quick-play system that uses cheap prepainted minis, like some sort of tabletop Hitman Go aesthetic is something I'd go nuts for. I just can't see it working in any context that involves a Games Workshop product.

BENGHAZI 2
Oct 13, 2007

by Cyrano4747

grassy gnoll posted:

It works in Infinity. If your squad's leader is killed you just spend a turn and a special resource to designate a new squad leader and off you go.

If you're just using one model as a squad with a bunch of extraneous figures, abstract your poo poo to the point where one model is a squad and be done with it.

in warmachine you can field promote another unit to squad leader

NTRabbit
Aug 15, 2012

i wear this armour to protect myself from the histrionics of hysterical women

bitches




glitchkrieg posted:

What happens when the squad leader dies?

:vomarine: SQUAD BROKEN :vomarine:

Nichol
May 18, 2004

Sly Dog

I AM CARVALLO posted:

Can someone explain the opossum meme? I've only been reading Trad Games since Marchish and I haven't figured it out yet.

We're not allowed to talk Gundams.

Safety Factor
Oct 31, 2009




Grimey Drawer

I AM CARVALLO posted:

Can someone explain the opossum meme? I've only been reading Trad Games since Marchish and I haven't figured it out yet.
It goes back to when WHFB was killed and Age of Sigmar released. Someone (was it Moola?) started spamming a bunch of opossum and possum pictures because the thread was never on topic and constantly blowing up over some dumbass thing GW did. They helped us get through those dark times and have become a Thing.

Lamprey Cannon
Jul 23, 2011

by exmarx

I AM CARVALLO posted:

Can someone explain the opossum meme? I've only been reading Trad Games since Marchish and I haven't figured it out yet.

To be precise, it goes back to this post, in reference to the 'free' ruleset for Age of Sigmar.

Leperflesh
May 17, 2007

Mantic has a sci-fi 28mm game (coming?) out that includes the option of using multibased units of dudes instead of individual figures. Multibasing in sci-fi combat has proved to be a controversial idea, but Warpath is probably a game ruleset worth checking out, if you're trying to build your own sci fi rules.

Warpath and Warpath: Firefight are two variations on the ruleset; one for more models on the table, one for skirmish-level.

https://manticblog.com/2015/09/16/epic-warpath-rules-uncovered/

quote:

Warpath focuses on units rather than individuals, with small fire teams the base-level entity in the game. Essentially that means one statline for five figures rather than one for one, to improve the speed of play. There are still detailed choices to be made about the composition of your units, but these are restricted to the army-building stage so you don’t have to worry about them in the middle of a game. This squad focus does two things.

Firstly it focuses the player’s attention on overall strategy and tactical choice – the game is a lot more about which units to put where, which targets to shoot at which time, when to combine fire, when to split fire, and so on. It is less about the impact of each individual soldier, and takes more of a general’s view of the battlefield as opposed to a sergeant’s. This tactical decision making is reflected in the mechanics – suppression, charge reactions, the order of activations and Warpath’s Orders system are all designed to maximise tactical choice without adding complexity to the rules. Obvious choices are the bane of all games – it’s really important that the outcome of the game is directly influenced by player decisions to make those decisions feel meaningful.

Secondly, it means that the game can be more fast and dynamic, and that players can smoothly expand to bigger and bigger games without the game becoming clunky. We had the same goal with Kings of War, and we have successfully run 16,000 point games at our Open Days in just a few hours. We want to do similar things with Warpath, and recreate some truly epic battles.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
It's actually because of these that I've been thinking about design. The Mantic thread has gone pretty sour on these and there's a lot of concern that Firefight, which is the game most of us are interested in, isn't really a priority since there are hardly any updates on it and the Mantic forums themselves are fairly dead.

The going rumor is that Mantic were so proud of Kings of War's success that they read into that that people wanted mass battles and they've been betting on the mass battles version of Warpath being the one that will be most popular. It might end up having good rules, but battle reports make it look like tables will be overcrowded with figures and terrain and games are frequently over in turn three.

The digital rules should be released in a month for both, so we'll have a better picture then, but a lot of the optimism that was there during the kickstarter has vanished.

by.a.teammate
Jun 27, 2007
theres nothing wrong with the word panties
So you know those magazines, they come monthly and you get parts to build a ship or get a new model of a superhero? well just saw and advert for a 40k one, seems to be every month you get a new black library book. This feels like a new low for gw.

Renfield
Feb 29, 2008

by.a.teammate posted:

So you know those magazines, they come monthly and you get parts to build a ship or get a new model of a superhero? well just saw and advert for a 40k one, seems to be every month you get a new black library book. This feels like a new low for gw.

I just saw this in the Ad break from the Last Leg, and I don't know what to think - GW paying for TV advertising !

El Estrago Bonito
Dec 17, 2010

Scout Finch Bitch

thatbastardken posted:

the american opossum is ironically far less dangerous than the common brushtail possum. those fuckers will wreck you with those claws.

I think I mentioned this before somewhere, but opossums are actually too stupid to get rabies. Because their brains are so small they don't have to circulate blood as quickly as most mammals of their size, this means that their body temperature is also considerably cooler than other similarly sized mammals. Because their blood is so chilly, most types of rabies can't survive inside them and just die.

Jeb Bush 2012
Apr 4, 2007

A mathematician, like a painter or poet, is a maker of patterns. If his patterns are more permanent than theirs, it is because they are made with ideas.

El Estrago Bonito posted:

I think I mentioned this before somewhere, but opossums are actually too stupid to get rabies. Because their brains are so small they don't have to circulate blood as quickly as most mammals of their size, this means that their body temperature is also considerably cooler than other similarly sized mammals. Because their blood is so chilly, most types of rabies can't survive inside them and just die.

Okay so that's why moola's so mellow

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Moola can't get rabies because he doesn't have any blood.

Osteoporosis, though. :smith:

Leperflesh
May 17, 2007

Osteoporosis is caused by bone resorption outpacing bone growth.

quote:

Calcium is essential for proper functioning of the heart, brain, and other organs. To keep those critical organs functioning, the body reabsorbs calcium that is stored in the bones to maintain blood calcium levels. If calcium intake is not sufficient or if the body does not absorb enough calcium from the diet, bone production and bone tissue may suffer. Thus, the bones may become weaker, resulting in fragile and brittle bones that can break easily.

A fleshless skeleton has no organs to maintain and thus does not need to reabsorb calcium from its bones. Basically, if Moola's skellybones were in good shape at the time of de-fleshing, then osteoporosis isn't an issue for him.

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Ironically, Opossums actually eat bones, making them one of Moola's natural predators. :ohdear:

Avenging Dentist
Oct 1, 2005

oh my god is that a circular saw that does not go in my mouth aaaaagh
I eat bones too iykwim :grin:

call me

H.P. Hovercraft
Jan 12, 2004

one thing a computer can do that most humans can't is be sealed up in a cardboard box and sit in a warehouse
Slippery Tilde

Leperflesh
May 17, 2007

drat, I bet Kevin Rountree is absolutely kicking himself for not thinking of that first!

Although let's be honest, GW would cast those sticks in resin and then sell the pack for $40.

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Please, GW FineSticks(TM) would have at least three skulls added to each stick for appropriate atmosphere.

w00tmonger
Mar 9, 2011

F-F-FRIDAY NIGHT MOTHERFUCKERS


No fuckin way

Aaod
May 29, 2004

Elukka posted:

What you need is a good density of meaningful decisions. You can have a game that lasts for 30 minutes or a game that lasts for three hours and it's possible that they can both be good, but the three hour game should really have about six times more meaningful decisions to do. Often they don't, and what you're really doing most of the time is processing. They don't provide you with actual gameplay at good pace, they only let you decide a few important things and then make you act as a really slow CPU to roll the rolls and update the game state.

Monopoly is a good example of this I remember liking Monopoly when younger then trying it as an adult in computer game form where it automated 90% of the tedious bullshit that made the game take forever and my god the game was barely playable because of it. You could finish the game in 10-20 minutes and have 0-2 decisions that made any difference. It was like seeing the dude behind the curtain for the first time and man was he ugly.

Avenging Dentist
Oct 1, 2005

oh my god is that a circular saw that does not go in my mouth aaaaagh
Woodland Scenics is the GW of model railroading scenery.

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Synthbuttrange
May 6, 2007

:siren:DONT GIVE WOODLAND SCENICS MONEY:siren:

https://www.youtube.com/watch?v=0FNQTxX_jT4

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