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Killteam Esque Game

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xjax1
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Joined: 08/23/2018

Hey~!
Im an aspiring game designer hailing from the cold north of Canada. Im rather new to game design but ive been exposed to wargaming and board games my entire life and ive started to work on a bit of a passion project, putting together ideas and sometimes specific units(they're fun to work on when im feeling uninspired), for a killteam esque strategy game focused around unit positioning and shooting(with some stabbing mixed in), i do have a very rough idea of what i want but its nothing concrete and ive just been putting ideas into this spreadsheet while i work at finishing up High School (im 17 FYI). I seek assistance in helping develop my game further, as it would be cool to have a properly playable version, even if its just for me and my friends.

link to the google spreadsheet ive been using to brainstorm and just mess around in, it has links to the rough rules ive come up with (everything has hyperlinks to the respective rules or weapons so its easy to navigate)
https://docs.google.com/spreadsheets/d/1QfNZvrS-juMmPCZabK-OCON2bEsDViSy...

im thinking about implementing things like firing arcs and definitely cover, but i haven't completely thought up a good way to do it. aside from that im totally open to suggestions and ideas on how to make it more strategic then it currently is.

This game takes influences from alot of sources but warhammer is a major one, the actual tabletop game takes a bit of a backseat for influence though as most of it came from Dark Heresy and Dawn Of War, the rest(i would say 25%) did come from killteams, something i have been enjoying it

wob
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Joined: 06/09/2017
hello and welcome.firstly, i

hello and welcome.
firstly, i dont have a lot of experience with war gaming (i liked to paint the models as a kid but never really played).
i would suggest moving from the spreadsheet to the table as quickly as you can, to see how well the game plays in real life. use rough maps and the models you already have or simple card standees. the important bit at the moment is to see how the rules work, or more precisely how they are broken.
i would also recommend playing strategy heavy games other than war games to broaden your scope (area control spring to mind). also learn chess and or shogi to see the essence of a war game (after you take away the esthetics and theme).

xjax1
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Joined: 08/23/2018
wob wrote:hello and

wob wrote:
hello and welcome.
firstly, i dont have a lot of experience with war gaming (i liked to paint the models as a kid but never really played).
i would suggest moving from the spreadsheet to the table as quickly as you can, to see how well the game plays in real life. use rough maps and the models you already have or simple card standees. the important bit at the moment is to see how the rules work, or more precisely how they are broken.
i would also recommend playing strategy heavy games other than war games to broaden your scope (area control spring to mind). also learn chess and or shogi to see the essence of a war game (after you take away the esthetics and theme).

Thanks for the welcome!
I’ve played many strategy games, my father played chess with me all the time, so broadening my scopes isn’t exactly my issue. I do agree with wanting to get it onto the table but before worrying about how the work I need to properly get a ruleset down, as I’m still working on them, and they’re missing some of the strategy elements that would make the game fun and unique from similar games. That’s why I came here, to get help and advice on how to develop the rules to a playable level that would reflect how the final gameplay would go, as currently it’s alot like other wargames, just with different units

wob
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Joined: 06/09/2017
even without the full rules i

even without the full rules i would try to play. this sounds wrong but i mean test what you have. you might not have the details nailed but (if you have forgiving testers) you could see if your movement roughly works. if you dont have movement but you have combat, try just that.
for instance if my combat is "each minion can attack once per round, using a d6. any number of minions may attack an enemy minion at once. defending minions defend with a d20. the highest number wins." i can set up a bunch of pieces ( you could use warhammer pieces and maps at this point) that i have pretended have moved to those points, and try out the system. i could do that on my own or using play testers (patient ones like your family) and would soon see that its a bad system.
similarly if you have a good idea of movement try that on a map, and when you get to the combat just flip a coin. with play testers you can act as a game master and just decide who wins so you can get to the next movement stage

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