Tuesday, August 30, 2011

DOWNLOAD VERSION 1.2 is HERE


OK Here it is!!
I'm glad to have this come together. I do need playtestiing done so Download and play a game or two today.

My suggestions for models to use would be Models on 40MM bases or even a GW Sentinel can stand in for a battlepod.. something roughly 4-5 inches high. I've enclosed some cutouts to use as well. The current Scale for the game is set to 1/144 scale.

Check to the right, at the download link, on the right side of the Blog to download the latest version of Robotech Battles for Playtesting.

Come back and Comment and Let me know how it looks. More importantly let me know How it PLAYS!

Thank You

Saturday, August 27, 2011

Playtesting.. Interest

Ok So I'm still looking for playtestors. And I'm getting alot of interested people who want to do playtesting. That make me a very Happy Camper indeed. The more people that show interest the more this will be a game people will want to play. Trust me the game so far is quick, fun, and very much like the Robotech series. As a bonus it has the feel of Combat like in the Robotech:Battlecry console game.
With the new version it shouldn't take long to figure out the gameplay, and I will have that finished shortly. The new version will be ready to download for playtestors. Anyone that has already recieved a copy of Version 1.1 will automatically get access to Version 1.2. If you don't recieve notice then I will definately get you the location on where to download it from.
So if everyone can just be patient I will have Version 1.2 ready to playtest. 
-WilhelmRochRedDuke

Wednesday, August 24, 2011

Moving Forward

Making changes to the Rules.. Version 1.2 will be ready to play soon.
I will be setting up a place to download the rules from soon. 

Sunday, August 21, 2011

Played a small game - Wow, Fun!!

Ok, I played a game finally with the rule set and worked through some of the kinks.. Of course there is going to be a few kinks. But we thought the game really captured the feel of massive shooting and missles flying and buildings paying the price from all that firepower.
Some of the items that came up..
  • Too many action points - no additional action points generated at the start of the turn. Both player's action points are generated at the start of each plyers turn. This allows for each player to have points to react with and allows for more action point management than just shoot blow stuff up and move to the next one..
  • You can hold over 1 unused action point until the next turn.
  • terrain rules.. to simplify matters you can blow up terrain easier and there is still 4 types of terrain that you can use.
  • Missles within 12 inch follow the path of the target not the line from the target.
  • Missles within 12 inches impact that turn and not the following turn.
These and other things will be incorporated into the rules to speed up gameplay and limit confusion on how missles behave in combat..  City fights will be a bit more close quarter and space combat will see alot more missles flying around.
More playtesting required.
More to come!!

Wednesday, August 17, 2011