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Strike Legion release announcement and info http://www.tacticalwargames.net/taccmd/viewtopic.php?f=45&t=19854 |
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Author: | KaJo [ Fri Dec 10, 2010 8:17 pm ] |
Post subject: | Strike Legion release announcement and info |
Command a combined arms ground force from any future you wish to imagine! Strike Legion combines simple game mechanics with a unique, integrated electronic warfare system and a respectable amount of unit detail and variation – and all without sacrificing playability. Written in a progressive learning format with accompanying scenarios, players can easily and quickly command a company, battalion, or regiment on the tabletop. Dozens of vehicle and infantry units are provided for the enclosed scenarios, along with complete construction rules for creating your own forces. Design and field your own mix of tanks, grav tanks, infantry, power armor, IFVs, VTOLs, artillery, mecha, aerospace fighters, cybertanks, orbital support and more in fast-paced, decisive actions that play out in an average of 1 to 3 hours. Strike Legion scales combat at 1 piece = 1 vehicle, infantry team, or gun, with each turn representing about five minutes of real time. While Strike Legion is designed primarily for 1:285/1:300/6mm forces, players can easily use miniatures ranging from 2mm up to 15mm to fight their battles. A free demo version of the game, which includes the entire Basic Game rules from the Strike Legion Main Rulebook, along with enough information to play through two learning scenarios, is available*. The Strike Legion Main Rulebook covers the basics of armor and infantry combat and includes construction rules for the most common ‘hard’ scifi elements – tracked, wheeled, hover, and grav-drive tanks and vehicles, displacement and teleport movement, walkers and Big Stompy Robots, field guns and mobile artillery, aircraft, VTOL/STOVL craft, and infantry ranging from civilians with little to no training up through heavy power armor troopers with multiple weapon systems and special combat abilities. Strike Legion: The Genome Gambit expands on the main rulebook by adding naval combat, tunneling, expanded artillery missions, WMDs, infantry specialists, personalities, bio-mechanoid technology, and rules for commanding large hordes of ‘bugs’ that use a unique command system and may have variable characteristics during each game. Strike Legion: The Clockwork Armies adds elements allowing for Victorian SciFi and historical battles, including horse and rifle units, airships, landships and other infernal steam-powered and Æther-moving craft, sailing ships, galleys, aircraft carriers and airplane squadrons, fieldworks and fortifications. This book also includes ultra-high tech weapons and systems for vehicles and infantry, along with experimental rules for time-traveling forces and combat with beings of pure energy. Additional free content, including army lists and organizations for several popular SciFi settings and miniatures from select manufacturers is available from the Port Nova Media website*. *this link is not yet active, but will be in a few days. The free 'Plain Brown Wrapper' Demo version, along with 'official' army lists can be found by joining the Strike Legion Mailing List at http://games.groups.yahoo.com/group/StrikeLegionmailinglist/ And I'll be glad to answer any questions posed here as well. ![]() |
Author: | The_Real_Chris [ Fri Dec 10, 2010 10:09 pm ] |
Post subject: | Re: Strike Legion release announcement and info |
In essence - How many models/elements relate to how much time to play? So if I have say 7 companies of groups split into 10-12 manoeuvre elements (I'm assuming they don't all go about their business individually) totalling maybe 150 units/stands, how long to play that game? And secondly, what's the 'killer mechanic'. For example warmaster has its command system, Epic has the blast markers. Does this has something you are particularly proud of? |
Author: | KaJo [ Fri Dec 10, 2010 10:39 pm ] |
Post subject: | Re: Strike Legion release announcement and info |
Maneuver units are grouped into 2-4 vehicle or squad platoons for movement and combat, with alternating activations and different possible orders (not recorded, just announced) during an activation. If you're playing just tank v. tank games, you can comfortably handle a battalion of 36-45 and play to a definitive conclusion in under 90 minutes once you're familiar with the game mechanics; slightly longer (up to 2 hours or thereabouts) for a full combined-arms slugfest. Movement and weapon ranges are fairly generous (averaging 24"-30" weapon ranges at extreme range and movement rates of 12"/turn, with maximums up to 60" range for direct fire and 18" for movement), even with a ground scale of 1"=250m, allowing for some real maneuver and in-depth defense. The Killer Mechanic (sounds like a slasher flick...), so to speak, is the integrated EW system. Each vehicle has a signature rating from 6 (smallest) to -4 (largest), plus their own EW systems ranging from 1 to 12 points of EW. At the beginning of each turn, players assign EW to each of their platoons, based on the available amount, and split their EW total between Offensive and Defensive EW (done secretly via chits). This allows platoons to take somewhat neutral, 'full offense' or 'full defense' stances with their units, and factors directly into determining whether or not you hit the target. A target adds its DEW to its signature, plus other factors such as vehicle systems, range from firer, and terrain; the attacker takes this number and subtracts his OEW to determine the number needed (2d6) or higher to hit the target. The EW mechanic adds an element of uncertainty into each player's plans as the enemy's defenses can be radically different from turn to turn, and creates a little more tension in-game by having players try to outguess each others' EW allocations. Vehicles can also be single-hit pieces or be capable of sustaining multiple damage hits that degrade specific system performance. Add to that nearly 200 different vehicle systems, weapons, specialties, and other game-influencing factors, and you have a game that demonstrates not only the difference between player skill/luck, but illustrates multiple systems interactions that can be used to play homogeneous or cross-genre games while having each force retain the characteristics of its own setting -without being watered down to the point of everything tasting like vanilla. Currently available force lists include: DRM Pax Arcadia, Andrayada, and Kraytonians; EW Guild, Khazari, and Edenites; Plasmablast Progenitors and Orbital Combine; Renegade Legion TOG and Commonwealth; Epic Space Marines, Guard, Necron, and Eldar; Microworld Foundationists; Starship Troopers (book) Arachnids and MI; and Fremen, House Atreides, House Harkonnen, and House Corrino for battling over the sands of Arrakis. Helpful? |
Author: | thedespot29 [ Fri Dec 10, 2010 10:54 pm ] |
Post subject: | Re: Strike Legion release announcement and info |
I'll just chime in and say that I have had a chance to read the rules and I think they are pretty solid. For me, the hook was twofold: the modularity of the rules and the robust design system. If I didn't like the EW system, or I thought it was too fiddly to assign the EW values each turn, I could simply construct vehicles without the EW component, or use a Fixed EW value so no counters are needed but it still simulates differences in targeting computer technology. As far as the design system goes, you can pretty much build anything under the sun. There is a large variety in terms of weapon types, damage dice, and vehicle systems. |
Author: | ColonelWicked [ Sat Dec 11, 2010 6:17 pm ] |
Post subject: | Re: Strike Legion release announcement and info |
thedespot29 wrote: I'll just chime in and say that I have had a chance to read the rules and I think they are pretty solid. For me, the hook was twofold: the modularity of the rules and the robust design system. If I didn't like the EW system, or I thought it was too fiddly to assign the EW values each turn, I could simply construct vehicles without the EW component, or use a Fixed EW value so no counters are needed but it still simulates differences in targeting computer technology. As far as the design system goes, you can pretty much build anything under the sun. There is a large variety in terms of weapon types, damage dice, and vehicle systems. This! I was one of the playtesters and I think the EW rules are really fun, but it's absolutely no problem to skip them and go for something different. And it's also fun to kill tanks with vikings, though you need a lot of vikings! |
Author: | KaJo [ Sat Dec 11, 2010 7:15 pm ] |
Post subject: | Re: Strike Legion release announcement and info |
Vikings? LOL! The 2nd module is now available, and has a preview page so you can take a peek at the basic layout style used for all three books: http://www.rpgnow.com/product_info.php?products_id=86552 |
Author: | Titivillus [ Sun Dec 12, 2010 9:30 pm ] |
Post subject: | Re: Strike Legion release announcement and info |
I just saw the release info on TGN. Congrats, KJ! Looks good! |
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