WWPD
WWPD
WWPD
WWPD
WWPD
WWPD
WWPD
WWPD
WWPD

Wednesday, November 28, 2012

Early Playtest Thoughts

Playtest Thoughts
 
I set up a small table in my basement, using some leftover terrain, and ran a few scenarios of different models against each other, using the stats from my 40k post a few weeks ago.  (Steve and I have still not gotten around to running some test games -- it's just been too crazy here, what with the flu and the hurricane, and all sorts of other stuff.)  I have lots of 40k models, so they are easiest to mess with for now.  I intend eventually to collect one or more play-testing armies -- maybe for Mars.  But for now, I'm testing with what I've got.

Some preliminary thoughts:

When running two equally-rated Guard armies against each other, the Suppression mechanics seem to work like they are supposed to -- discouraging charges across open ground.  Even light terrain makes a huge difference in whether they can survive.

Once I added some Chaos Space Marines to the mix, I began to encounter possible mechanical snags.  With even minor cover, the CSMs became almost impossible to Suppress.  When firing at the CSMs, the Guard needed 5s to hit.  If the CSMs were in cover or cowering, this went up to a 6+ or 7+.  Then they needed 5+ to wound, and the CSMs got a 2+ save.  Even when massively outnumbered, they could hold of Guard almost indefinitely.

I cannot, at this juncture, decide whether this situation reflects a defect in my system or not.  Any real game would point the forces appropriately, and players would have a wider selection of special weaponry.

As I proceed, I need to consider the following:

Should the to-hit rules be revised to make it easier to hit highly skilled targets?  For example, I could rewrite the rules, so that it requires a 3+ to hit less-skilled targets and 4+ to hit equally and more highly-skilled ones. This would remove one pip off many to-hit rolls, making mass fire by low-skilled troops more effective.

Should the Suppression threshold change? For example, I could make all hits count towards Suppression, not just Wounding hits. This would make it easier to Suppress highly armored targets, without making them easier to kill. I could change the number of hits needed to Suppress a squad (say, equal to half instead of all its members) making all troops easier to Suppress.

Does the Firefight phase look right? I often had units snake into range, with half the unit able to Firefight and the other half being in Shooting range. It did not always look visually, as if targets just at 12" were up in the enemy's face, blazing away. I could change this by modifying the Firefight distance, or even merging it with Melee.

What do I want the game to become, aesthetically?  What setting should I adopt, and how should it look on the table? In most games, the setting eventually shapes the rules.






No comments :