Hello everyone, I would like to present a project I have been working on for some time. I believe I have created something unique and fun, and I would appreciate your feedback on this first pitch of the rules and gameplay.
Introduction
Wartiles is a tactical wargame that uses tiles instead of traditional miniatures, offering an affordable and innovative alternative to classic wargames. Each player builds their army by spending a predetermined number of army points, deploys their units on a defined battlefield, and engages in strategic battles to achieve various objectives. The game is played on a 1m² play area, equivalent to 20 steps x 20 steps, and includes several deployment scenarios and terrain types to vary the games and strategies.
Players agree on a number of army points to spend, depending on the desired size and duration of the game. Once the armies are built, players determine the first player, deploy the terrain and their units, then alternate turns by executing orders and tactical actions. The game is played in a series of turns comprising phases of strategy, action, combat, and maintenance.
Each turn is divided into several phases where players assign orders to their units, move, attack at range, charge, defend, and perform discipline tests. The game offers a variety of terrains with specific characteristics that influence movement and combat, as well as numerous special abilities for the units, adding depth and complexity to the players' strategies.
About the tiles
In Wartiles, tiles replace traditional miniatures, offering a more affordable and easier-to-handle alternative. The tiles represent various units on the battlefield and come in different sizes and types, each with specific characteristics.
Tile sizes
- Normal: Measures 3 cm wide and 5 cm high.
- Large: Measures 6 cm wide and 5 cm high, twice the width of normal tiles.
- Huge: Measures 6 cm wide and 10 cm high, twice the height of large tiles.
Unit Characteristics
Each unit tile has several characteristics:
- Name: The name of the unit.
- Type: Can be Infantry, Cavalry, Assembly, Beast, or Character.
- Rarity: Indicates the frequency of the unit, which can be Base, Elite, or Rare.
- Melee Attack: The value of the unit's close combat attack.
- Ranged Attack: The value of the unit's ranged attack, accompanied by the range.
- Defense: The unit's ability to defend against attacks.
- Endurance: The number of wounds required to eliminate the unit. If the unit loses at least half of its endurance points, it is flipped to its weakened side.
- Cost: Expressed in army points, this value determines the cost of the unit in the army composition.
- Agility: The agility points used to perform maneuvers such as moving or pivoting.
- Initiative: Determines the order in which units act on the battlefield.
- Organization: The maximum number of units that can form a regiment.
- Discipline: Represents the unit's leadership, morale, and courage.
- Special Abilities: Some units have special abilities that modify the game rules.
Interaction Between Tiles
Control zones: Control zones are a fundamental concept in Wartiles, representing the area of influence around each unit or regiment. Understanding control zones is crucial for maneuvering, engaging enemies, and executing strategic plans effectively. A control zone is an imaginary radius of 1 step surrounding a unit or the entire regiment it belongs to.
- When an enemy unit enters a control zone, it is considered to be "engaged" in combat.
- Engagement prevents further movement unless the unit decides to perform a special action, such as retreating.
Engagement Rules: The size of the tile determines how it engages with other units. For instance:
- Normal tiles engage with any unit they encounter.
- Large tiles only engage with other large or huge units, not with normal tiles unless the normal unit initiates the engagement.
- Huge tiles only engage with other huge units, maintaining a significant advantage over normal and large tiles unless strategically countered.
"Steps" as a Unit of Measurement
In Wartiles, the term "steps" is used as a standardized unit of measurement to ensure consistency and ease of play. Understanding how steps function within the game is essential for precise movement and accurate range calculations.
- Measurement: One step equals 5 centimeters. This is the height of a standard normal tile in the game.
- Usage: All distances in Wartiles, whether for movement, attack ranges, or area effects, are measured in steps.
Optimal, Injured, and Weakened Tiles
In Wartiles, each unit tile has two sides, representing its "optimal" and "weakened" states. This dual-sided design adds a layer of strategy, as units change in effectiveness based on their endurance and condition during battle.
Optimal Side
- Description: The optimal side of a tile represents the unit at full strength, operating at peak efficiency. All stats, including attack, defense, and special abilities, are at their highest values.
- Identification: When a unit is deployed or starts the game, it is placed on its optimal side. The artwork and stats on this side typically reflect the unit in its prime condition.
Weakened Side
- Description: The weakened side of a tile comes into play when the unit has taken significant damage and is less effective. This state reflects reduced combat capabilities and possibly diminished special abilities.
- Identification: A unit is flipped to its weakened side when it loses at least half of its endurance points. This is a critical aspect of gameplay, as players must decide whether to press on with weakened units or try to protect them from further harm.
Transition Between Sides
- Endurance Tracking: Each unit has an endurance value, representing the number of wounds it can sustain before being removed from the game. When a unit loses endurance points, you put wound tokens on it.
- Optimal to Weakened: If the unit loses at least half of its endurance points, it is flipped to its weakened side. This reflects the unit's reduced effectiveness in battle.
- Weakened to Optimal: Some units or abilities might allow a unit to regain endurance points. If a unit on its weakened side regains enough endurance to exceed half its total value, it can be flipped back to its optimal side.
Rarity
In Wartiles, the concept of rarity is crucial for understanding the strength, availability, and strategic value of different units. Units are categorized into three main rarity levels: Base, Elite, and Rare.
- Base Units: Base units form the core of any army. They are generally more numerous, less costly, and form the foundation of your forces.
- Elite Units: Elite units are stronger and more specialized than base units. They have enhanced abilities, higher stats, and often come with unique capabilities.
- Rare Units: Rare units are the most powerful and unique in Wartiles. They possess exceptional abilities, superior stats, and can often turn the tide of battle.
- Unique Units: Unique units are one-of-a-kind units that can only be included once in an army. They often represent named characters or legendary creatures with exceptional abilities. Unique units are marked with a special symbol (✦) before their cost.
Game Setup
Setting up a game of Wartiles involves several steps to ensure a balanced and engaging battle. Here’s a detailed guide on how to prepare for your game.
1. Determine the Scenario
Choose a deployment scenario to set up the battlefield. Examples include:
- Classic: Equal deployment zones on opposite sides.
- Diagonal: Deployment zones in opposite corners.
- Close Quarters: Larger deployment zones with a smaller neutral zone.
- Uneven: One deployment zone is smaller, providing the disadvantaged player with additional benefits.
- Far Apart: Smaller deployment zones with a larger neutral zone.
- Extended: Larger battlefield dimensions agreed upon by players.
The different zones
- Battlefield: The entire play area where the game takes place.
- Deployment Zones: Areas where players deploy their armies, typically occupying 25% of the battlefield's depth and 100% of its width.
- Neutral Zone: The area between deployment zones, usually 50% of the battlefield.
- Objective Zones: Optional zones that represent key objectives, often circular templates within the neutral zone.
Surface: Use a 1m² (100cm x 100cm) play area, which is equivalent to 20 steps by 20 steps in the game.
Victory Conditions Determine a victory condition for this scenario. Here are some ideas I had:
- Bloody: Destroy a certain number of enemy army points.
- Fixed Turns: The game lasts a fixed number of turns, and the player who suffers the fewest losses wins.
- Objectives: Control objectives to earn victory points.
- Protect: Protect a unit, object, or terrain for a certain number of turns.
2. Determine the Army Points
Players agree on the number of army points they will use to construct their armies. Common values are 250, 500, or 750 points, depending on the desired game length and complexity.
- 250 Points: Short and small-scale battles.
- 500 Points: Medium-sized battles with more units and strategic options.
- 750 Points: Large and lengthy battles with extensive armies.
The Six Factions
- [DESIGNED] Defenders of Kazak'Dur: The proud and resilient mountain dwarves, known for their ingenuity and discipline. They excel with advanced war machines and formidable defenses.
- [DESIGNED] Vampiric Conclaves: A faction of vampires, necromancers, and undead minions. They overwhelm opponents with sheer numbers and manipulate life and death.
- Heralds of Lorénia: Woodland elves and forest creatures, swift and agile with excellent marksmanship. They exploit terrain advantages and strike with precision.
- Empire of Ambrasia: The disciplined and devout human imperial army, known for their cohesion and strategic prowess. They have well-organized infantry and powerful paladins.
- High Lineage of Aldruïn: The proud and magically advanced high elves. They excel in superior magic and long-range attacks, supported by disciplined warriors.
- Green Skins Clan: A chaotic mix of orcs, goblins, and trolls, known for their impulsiveness and brutality. They are unpredictable and ferocious in close combat.
Rarity Rules In Wartiles, constructing an army follows specific rules regarding unit rarities to ensure balanced and strategic gameplay. The rarity ratio governs the composition of basic, elite, rare, and unique units within an army.
- Unlimited Basic Units: There is no limit to the number of basic units you can include in your army.
- Elite Units: For every 2 basic units, you can include 1 elite unit.
- Rare Units: For every 2 elite units, you can include 1 rare unit.
- Unique Units: For every 2 rare units, you can include 1 unique unit.
3. Place Terrain Pieces
It is now important to construct the battlefield where the armies will clash. This is done by the players, who will alternately place terrain pieces. The players agree on a number of terrain pieces to use. A smaller number of terrain pieces (3 to 5) will create a more open battlefield, prioritizing larger skirmishes. A greater number of terrain pieces (6 to 10) will create a more challenging battlefield where certain specialized units will stand out more.
- Determine First Player: Roll a die and add the highest discipline value among the player's units. The highest total goes first. Re-roll ties.
- Terrain Placement: Players take turns placing terrain pieces, starting with major terrain, followed by minor terrain.
- Major Terrain: Must be placed at least 4 steps from another major terrain.
- Minor Terrain: Must be placed at least 2 steps from any other terrain.
- Distance from Edge: All terrain must be at least 2 steps away from the edge of the battlefield.
In Wartiles, terrains are categorized based on their practicability, biome, and visibility. Understanding the different types of terrain and their effects is crucial for effective strategy and movement on the battlefield.
Biomes
Biomes in Wartiles categorize different types of terrain, adding thematic elements to the battlefield and influencing gameplay. Each terrain piece belongs to one or more biomes, helping to create diverse and immersive environments for battles.
- Aquatic: This biome includes terrain features dominated by water, such as beaches, rivers, and ponds.
- Arctic: Characterized by cold, ice, and snow, this biome includes icy plains, glaciers, and frozen lakes.
- Desert: Composed of sand, cacti, rocks, and oases, the desert biome creates a harsh, arid environment.
- Enchanted: This biome features magical and mystical elements like giant mushrooms, large crystals, and other fantastical flora.
- Forest: Covered with trees, bushes, ferns, or jungle vegetation, the forest biome offers dense cover and complex terrain.
- Swamp: Swamps are characterized by muddy grounds, bogs, peat, and moss, creating difficult and treacherous terrain.
- Rugged: This biome includes uneven and rugged terrain like ravines, passes, mountains, and hills, providing strategic high ground and cover.
- Grassy: Featuring grass, hay, fields, or savannas, the grassy biome offers open terrain with moderate cover.
- Ruined: Ruined terrain includes the remains of old structures, dead trees, or burnt forests, providing cover and obstacles.
- Urban: This biome encompasses areas with buildings and human-made structures like cottages, towers, and small villages, creating complex and narrow battlegrounds.
- Volcanic: Dominated by lava, steam, and rocks, the volcanic biome is hazardous and filled with natural dangers.
Practicability
Practibility determines how units can move through the terrain. There are four main categories:
- Clear: This terrain is flat and safe, allowing all units to move without any constraints. Units move normally.
- Difficult: Movement in this terrain is hindered by dense vegetation, rugged relief, stones, or ruins. Units must spend 2 agility points to move 1 step in this terrain.
- Dangerous: This terrain is hazardous, featuring poisonous plants, sharp rocks, or lava. Roll a die for each unit for every step moved in this terrain. On a critical failure, the unit immediately suffers a wound. If the step allows the unit to exit the dangerous terrain, do not roll the die.
- Impassable: Movement through this terrain is impossible due to its relief, size, or other specific characteristics. Units cannot move through this terrain.
Visibility
Visibility determines how ranged attacks interact with units in a terrain:
- Normal: No special rules. Units can be targeted normally.
- Obscuring: Units can be targeted, but attackers suffer a -1 penalty to all ranged attack rolls.
- Blocking: Units cannot be targeted. Completely blocks line of sight and prevents ranged attacks.
4. Build your army
Units must be grouped into regiments. A regiment is a group of units of the same type, and the maximum number of units in a regiment is determined by the unit's organization value. Here are some additional rules for forming regiments:
- Complete Regiments: Players must recruit complete regiments according to the organization value of each unit.
- Characters: Characters can join and leave any regiment at will, but they do not form a regiment on their own.
- Total Value: The total army points value of the chosen units must not exceed the point limit set for the game.
5. Deploy Armies
- Alternating Deployment: Players alternate deploying one regiment at a time, starting with the first player, in a 1-2-2-1-1-.....and so on sequence.
- Spacing: Units must be at least 1 step away from each other and cannot be placed in the zone of control of other units in their army.
- Regiment Formation: Units within a regiment should be placed in proximity to maximize their effectiveness and coordination.
Here's an example of a game at 250 points:
Defenders of Kazak'Dur
- 3 x Clan Crossbowmen
- 6 x Clan Warriors
- 3 x Royal Hammers
- 3 x Miners
- 1 x Thane
- 2 x War Bolt Throwers
Total: 245 points
Vampire Conclaves
- 3 x Grimheim Fusiliers
- 6 x Skeleton Warriors
- 7 x Zombies
- 3 x Blood Knights
- 1 x Vampire Count
- 1 x Skeletal Minotaur
Total: 246 points
Running a Game
A game of Wartiles proceeds through several successive phases in each turn. Here is a detailed guide on the phases of a turn and how they flow.
Turn Phases
Strategy Phase
- Choosing Orders: Each player secretly chooses orders for each of their regiments. The available orders are ADVANCE, SUPPORT, CHARGE, and RETREAT.
- Revealing Orders: Once all orders are assigned, players reveal them simultaneously.
Action Phase
The action phase is divided into several sub-steps.
1. Movement and Shooting
- Movement: Units with the ADVANCE order move 1 step per agility point. They can pivot freely before, during, or after their movement, except the first pivot is free.
- Shooting: Units can make a ranged attack. If they have moved, they suffer a -1 penalty to their attack roll. Units with the SUPPORT order can make a support shot on enemies entering their range.
2. Charge
- Charge: Units with the CHARGE order move their agility + 1 steps to engage in melee combat. They receive a charge bonus of + 1 to initiative and attack for the first attack.
3. Ambush
- Ambush: Units with the SUPPORT order can move half their agility (rounded up) to join a melee combat.
4. Consolidation
- Consolidation: Units move to maximize contact with enemy units without changing their initial orientation.
Combat Phase
- Resolving Attacks: In order of initiative, regiments make attack rolls against their opponents. Defenders make defense rolls. Successes are compared, and corresponding wounds are inflicted.
- Determining the Winner: The number of wounds inflicted on each side is compared. The player who suffered the fewest wounds is the winner. The loser must make a discipline test.
- Discipline Test: The loser uses the most common discipline value among their units to make a discipline test. If the test fails, the unit receives the special order RETREAT.
Maintenance Phase
- Special Effects: Various effects are triggered, such as unit regeneration, special abilities, and regiment reorganization.
- Preparation for the Next Turn: Players remove order markers and prepare their units for the next turn.
Movement
- Measurement: All measurements are made from the front of a unit to the front of the unit's destination point.
- No Sliding: Tiles cannot be moved by sliding. They must first pivot, then move, and then pivot again if needed.
- First Pivot Free: The first pivot of a tile is free. Subsequent pivots cost 1 agility point each.
- Movement Cost: Moving 1 step costs 1 agility point.
- Difficult Terrain: Moving into difficult terrain costs double agility points. For example, moving into difficult terrain requires at least 2 agility points for 1 step.
- Partial Movement: A unit is not required to use all of its agility points. However, once its movement ends, it cannot move again during that turn.
- Short Movement: A unit can move less than 1 step, but it still costs 1 agility point.
- Zone of Control: Once a unit enters the zone of control of an enemy unit, its movement ends, and it is considered engaged in combat with that enemy unit.
Charge
- Order: A unit must have the CHARGE order to initiate a charge.
- Agility Bonus: The unit adds + 1 to its agility (or + 2 if it has the special ability Charge sauvage).
- Initial Pivot: The unit can make one initial pivot before moving.
- Measure Distance: Measure the distance between the charging unit and the target. If the distance is equal to or less than the unit's agility + 1, the charge is successful, and the unit moves to engage in combat. If the distance is greater, the unit only moves its base agility distance, and the charge fails.
- Consolidation: Upon reaching the target, consolidate the unit with the enemy to maximize contact.
- Combat Phase: A combat will occur during the combat phase, with the charging unit receiving a charge bonus of + 1 to initiative and + 1 to attack for the first attack.
Shooting
- Check Range: First, determine if the attacker is within range of the target by measuring the distance. The shooting range is expressed in steps (pas).
- Line of Sight: Measure from any point on the attacking tile to any point on the target tile. If the distance is beyond half the maximum range (rounded up), the target is considered at long range, and the attacker receives a -1 penalty to the attack roll.
- Obscured Terrain: If the target is in obscured terrain, an additional -1 penalty applies to the attack roll.
- Attack Roll: The attacker rolls a number of dice equal to the unit's ranged attack value, counting the successes (4, 5, or 6). Critical hits are rolled on a 6, and critical misses on a 1.
- Defense Roll: The defender rolls a number of dice equal to the unit's defense value, counting the successes.
- Compare Results: Subtract the defender's successes from the attacker's successes. Any positive difference is the number of wounds inflicted on the target unit.
- No Effect: If the defender's successes equal or exceed the attacker's, the attack has no effect on the target.
Melee Combat
- Charge Bonus: Units that charged this turn receive a charge bonus. The charge bonus includes a + 1 to initiative and a + 1 to the attack roll for the first attack only. After the first attack, the unit uses its normal initiative and no longer benefits from the + 1 attack bonus.
- Initiative Order: Units engage in melee combat in order of initiative. Higher initiative units attack first. Resolve ties by rolling a die and adding the unit's discipline value, with the highest total going first.
- Attack and Defense Rolls: Each unit makes an attack roll using its melee attack value, and the opponent makes a defense roll using its defense value. Count the successes (4, 5, or 6) and critical hits (6) for each unit.
- Compare Results: Compare the number of attack successes to the number of defense successes. Subtract the defense successes from the attack successes. Any positive difference is the number of wounds inflicted on the target unit.
- Combat Resolution: After all units have attacked and defended:
- Determine the Winner: Compare the number of wounds inflicted by each side. The side that inflicted fewer wounds is the loser.
- Discipline Test for the Loser: The losing unit must take a discipline test. Use the most common discipline value among the units in the regiment. If tied, use the higher value.
- Discipline Test:
- -Roll 2d6 if most units are on their optimal side. Keep the lower result. If most units are on their weakened side, roll only 1d6.
- -Apply any relevant penalties (e.g., -1 for units alone in combat or due to special abilities like Fear).
- -If the result is less than or equal to the unit's discipline value, the test is passed. Otherwise, it fails, and the unit receives the special order "RETREAT."
- Retreat: Units that fail the discipline test receive the "RETREAT" order, restricting their actions in the next turn to retreat maneuvers.
Dice Rolls
In Wartiles, standard six-sided dice (d6) are used to resolve various actions and tests. Here's a detailed explanation of how dice rolls work in the game:
Rolling the Dice
- Number of Dice: The number of dice rolled corresponds to the characteristic value being tested. For example, if a unit has an attack value of 4, you roll 4 dice for its attack.
- Successes and Failures:
- -Success: A roll of 4, 5, or 6 is considered a success.
- -Failure: A roll of 1, 2, or 3 is considered a failure.
- -Critical Success: A roll of 6 is a critical success.
-Critical Failure: A roll of 1 is a critical failure.
Bonuses and Penalties: Some situations or abilities grant bonuses or penalties to rolls.
- -Bonus: Each + 1 bonus shifts the success range down by 1 (e.g., with a + 1 bonus, rolls of 3, 4, 5, or 6 are successes).
- -Penalty: Each -1 penalty shifts the success range up by 1 (e.g., with a -1 penalty, only rolls of 5 or 6 are successes).
-Critical Rolls: Critical successes (6) and critical failures (1) are unaffected by bonuses or penalties. A 6 always counts as a success, and a 1 always counts as a failure, regardless of modifiers.
Specific Rolls:
- -Attack Rolls: Roll a number of dice equal to the unit's attack value. Each success inflicts a potential wound on the target.
- -Defense Rolls: Roll a number of dice equal to the unit's defense value. Each success negates one attack success from the attacker.
- -Discipline Rolls: Roll 2d6 (keep the lower result) if most units are on their optimal side, or 1d6 if most units are on their weakened side. Compare the result to the unit's discipline value, adjusted for any penalties.
Special abilities
Special abilities add depth and complexity to the game, giving units unique advantages and characteristics that can significantly impact gameplay. Here's a detailed explanation of the various special abilities and how they affect the game:
Global Abilities
These abilities modify the general behavior of the unit and are not specific to any particular characteristic.
- Necromantic Aura: This unit emits an unholy aura that affects nearby undead units. All units in the same regiment as this unit do not suffer wounds from failed discipline tests if they have the "Undead" ability.
- Easy Target: This unit is large, slow, clumsy, or very noticeable, making it easier to target with ranged attacks. Enemy units targeting this unit gain a + 1 bonus to their ranged attack rolls.
- Relentless: This unit is merciless and shows no regard for the lives of its enemies, exterminating them to the last. Attacks made by this unit automatically hit fleeing enemy units.
- Infiltration: This unit is particularly stealthy and can move unseen to surprise its enemies. Units with Infiltration are not deployed normally. Instead, set them aside during the deployment phase. Once all players have deployed their units, deploy Infiltration units in ascending order of initiative (from slowest to fastest). These units must be deployed within 1 step of terrain or the opponent's table edge and at least 4 steps away from any enemy units.
- Master of Machines: This unit has deep knowledge of mechanics and engineering, making devices particularly effective when operated by it. Assemblages in the same regiment as this unit gain + 1 agility and their ranged attack range is increased by 2. Additionally, they gain Regeneration and lose Inaccuracy if they possess this ability.
- Undead: This unit is in an intermediate state between life and death, unaffected by things as trivial as fear or its own demise. The unit is immune to the effects of Fear and Terror. Additionally, it can never flee when failing a discipline test. Instead, it suffers a number of wounds equal to the difference between its roll and the number needed to succeed. (For example, if it needed to roll 5 or less to succeed and rolled a 7, it suffers 2 wounds instead).
- Swarm: The unit consists of hundreds or even thousands of small creatures that cause significant damage when they swarm a target. The melee attack and defense values of swarms are denoted with an asterisk (*). This value equals the number of unit tiles with the same name in the regiment.
- Resurrection of the Dead: This unit has the power to defy death and bring its comrades back to life. During the maintenance phase, you can choose an allied unit in your graveyard of the same type as those in the regiment of this unit and with an army point value of 10 points or less. Add this unit to the regiment on its weakened side.
- Sturdy: This unit is particularly robust and able to withstand even the most violent blows. Enemy units do not gain the charge bonus against this unit.
Attack Abilities
These abilities modify how the unit interacts when making melee or ranged attacks.
- Reach: Due to its size or the nature of its weapons, this unit can reach targets relatively far away, even in melee. The unit's melee attack can also be used as a ranged attack with a range of 1 step.
- Exceptional Weapons: The weapons used by this unit are crafted by the best artisans using only top-quality materials, making them particularly deadly on the battlefield. Critical attack rolls made by this unit cause 2 wounds.
- Heavy Weapons: This unit uses particularly formidable weapons, whether due to their size or their striking power. The unit gains a + 1 bonus to its attack rolls.
- Ballistic: The projectiles launched by this unit follow an arc trajectory, allowing them to reach targets very far away while avoiding obstacles that usually block the line of sight. The line of sight for this unit's ranged attacks treats blocking terrain as open.
- Bombardment: The unit's ranged attacks use explosive projectiles or spells with a large blast radius upon impact. This is a special ranged attack that uses the explosion template. Select a target within range and place the center of the template on it, making sure to rotate it randomly. Roll a die to see if you hit the target. On a roll of 4, 5, or 6, the target is hit, and the template remains in place. On a roll of 1, 2, or 3, the shot misses and deviates in the direction indicated by the number rolled. Roll a second die to determine how many steps the shot deviates. Place the template in the new location. Check which units (allied or enemy) are under the template. Even if the template only touches part of a unit, that unit is considered a target. Make a normal ranged attack roll, except that the wounds inflicted on the targets are Flaming and correspond to the number of wound symbols on the template.
- Breaker: This unit is particularly formidable against infantry, whether due to its extraordinary combat skills or the particular violence of its attacks. Critical attack rolls made by this unit against enemy infantry cause 2 wounds.
- Cannon: This unit has one or more cannons that fire projectiles at very high velocity. When a cannonball is fired, it may bounce and continue its course a bit further. If at least one unit is destroyed by this attack, immediately make a second ranged attack with a range of 2 in the same direction as the first attack. The power of this second attack is half of the first, rounded up.
- Poisoned: This unit can produce a powerful venom that paralyzes and severely sickens its adversaries. Critical hits made by this unit automatically inflict wounds.
- Inaccurate: This unit is either untrained in shooting or uses a particularly inaccurate weapon, causing it to miss the target more often. The unit suffers a -1 penalty to its attack rolls.
- Lances: This unit is equipped with lances or sharp weapons, making it particularly formidable against mounted enemy units. Critical attack rolls made by this unit against enemy cavalry cause 2 wounds.
- Piercing: This weapon is sharp and has superior velocity, making it devastatingly effective at penetrating even the toughest armors. Enemy units suffer a -1 penalty to their defense rolls against this unit's attacks.
- Breath: This unit can project an impressive amount of flames towards its enemies, creating a deadly blaze that reduces everything to ashes. This is a special ranged attack that uses the breath template. Place the template in front of this unit and see which units (allied or enemy) are under it. Even if the template only touches part of a unit, that unit is considered a target. Make a normal ranged attack roll, except that the wounds inflicted on the targets are Flaming and correspond to the number of wound symbols on the section of the template that covers them.
- Sly: This unit is particularly stealthy or able to surprise its adversaries with deadly efficiency, allowing it to exploit all the weak points of its enemies. Melee attacks made by this unit gain a + 1 bonus if they target the flanks of the enemy unit and a + 2 bonus if they target the rear.
- Giant Slayer: This unit can identify the weak points of its adversaries, especially those much larger than it. Critical attack rolls made by this unit against enemy units larger than it cause 2 wounds.
- Monster Slayer: This unit has dedicated its entire life to hunting and killing the most terrifying monsters in the world. It knows their every weak point and how to exploit them. Critical attack rolls made by this unit against enemy monsters cause 2 wounds.
- Vampirism: Whether through magic or by drinking the blood of its victims, this unit can regain strength by feeding on the life force of its enemies. If this unit inflicts at least one wound on an enemy unit during an attack, it heals 1 endurance point. Additionally, if at least one of its attacks is a critical hit, it heals an additional endurance point (for a total of 2).
Templates
In Wartiles, certain effects and attacks use templates to determine their range and the units affected. Here are the general rules regarding templates:
- Breath: Shaped like a teardrop, it measures 15 cm long and 6 cm wide.
- Explosion: Shaped like a circle, it measures 8 cm in diameter.
Defense Abilities
These abilities modify how the unit interacts when defending.
- Exceptional Armor: The armor worn by this unit or the carapace protecting it is significantly more robust than average, granting it exceptional resistance to wounds. Critical defense rolls made by this unit cancel 2 wounds.
- Heavy Armor: The armor worn by this unit is thick and particularly resistant to impacts. The unit gains a + 1 bonus to its defense rolls.
- Fire Resistance: This unit is not afraid or affected by fire, which has little effect on it. Only critical hits from Flaming attacks can wound this unit.
- Fire Vulnerability: This unit has a particular fear of flames, either due to an instinctive fear or because it is made of flammable material. All hits from Flaming attacks count as critical hits against this unit.
Discipline Abilities
These abilities modify how the unit reacts to situations calling for leadership, courage, or discipline.
- Command: This unit inspires the troops fighting alongside it through its strategy and leadership. Allied units in the control zone of this unit can use its discipline instead of their own.
- Stubborn: This unit never gives up and shows unwavering courage and determination. The unit is immune to the effects of fear and terror.
- Fear: Due to its appearance or behavior, this unit inspires fear and makes even the bravest adversaries tremble. Enemy units suffer a -1 penalty to their discipline rolls against this unit.
- Terror: The appearance of this creature is so terrifying that a mere glance is enough to make most adversaries flee, causing complete disarray as they experience nightmarish visions. As soon as this unit enters the control zone of an enemy unit of equal or lesser size, it forces that unit to take a discipline test against fleeing.
Agility and Initiative Abilities
These abilities modify how the unit moves or its speed in making decisions.
- Pathfinder: This unit has spent most of its life traversing wild or unexplored areas and can move through them with great efficiency. This unit treats all difficult terrain as open terrain.
- Chariot: The unit is equipped with wheels, making it fast and efficient on flat terrain but particularly risky to maneuver in difficult terrain. This unit treats all difficult terrain as dangerous terrain.
- Savage Charge: As a natural predator, this unit can pounce and rush at its prey with remarkable ease. The charge bonus for this unit is + 2.
- Ethereal: This unit lacks a tangible physical form or can temporarily leave the material world, allowing it to move as it pleases. This unit treats all terrain as open terrain. However, it cannot end its movement in impassable terrain.
- Burrower: The unit can dig into the ground with remarkable efficiency, allowing it to hide and sometimes move. This unit can spend half of its agility (rounded up) to burrow or unburrow. Place a burrowing marker on this unit to indicate it is burrowed. As long as it is burrowed, this unit cannot be targeted by enemy ranged attacks and treats the entire battlefield as difficult terrain. Finally, it ceases to be burrowed as soon as it enters a melee.
- Mobile Shooting: Decades of experience have allowed this unit to shoot accurately even while moving. The unit can interrupt its movement to make a ranged attack and then continue its movement.
- Flight: The unit can fly and move through the air, whether with wings or through magic, making it particularly mobile and difficult to reach. This unit can spend half of its agility (rounded up) to take flight. Place a flight marker (low altitude or high altitude) on this unit to indicate it is flying. While flying, it can spend half of its agility (rounded up) to land or change altitude. If it lands, remove the flight marker from this unit. A flying unit can move over all terrain without movement penalties and can end its movement on any terrain as long as it remains flying. Additionally, when at high altitude, enemy units suffer a -1 penalty to their ranged attack rolls targeting this unit. However, a unit at high altitude cannot use its melee attacks. If a flying unit is destroyed, it crashes into the units (allied and enemy) beneath it. Then make a ranged attack using this unit's tile as a template with power equal to its endurance. No defense roll can be made against this attack.
Organization Abilities
These abilities modify how the unit behaves when forming regiments or changing formation.
Skirmisher: This unit is particularly mobile and can function both as a coordinated group with allies and independently. The
unit can form a regiment and leave it exactly like a character. However, it can only form a regiment with units of the same name. Additionally, when alone, enemies suffer a -1 penalty to their ranged attack rolls targeting this unit.
Endurance Abilities
These abilities modify how the unit handles wounds, endurance, and hit points.
- Regeneration: Whether due to biological or magical means, this unit can heal its wounds at a remarkable rate. During the final phase, the unit can heal one wound.
The Future of The Game
As Wartiles continues to develop, there are several exciting future projects and expansions planned to enrich the game experience:
Magic System
Introducing a comprehensive magic system will add a new layer of strategy and complexity to Wartiles. This will include:
- Magic Spells: Different schools of magic with unique spells that can be cast during the game.
- Magic Units and Characters: Special units and characters capable of using magic, complete with their own abilities and rules.
- Magic Resources: Introducing mana or other resources required to cast spells, adding another strategic element to manage.
Magical Items
Players will be able to equip their heroes and units with powerful magical items. This will include:
- Weapons and Armor: Items that enhance combat abilities or provide defensive bonuses.
- Artifacts: Unique items with special abilities that can turn the tide of battle.
- Item Acquisition: Rules for acquiring, equipping, and using magical items during the game.
Heroes
A new type of character unit, heroes will have their own names, backstories, and unique abilities. Heroes will:
- Unique Abilities: Have special skills and powers that set them apart from other units.
- Heroic Feats: Perform actions that can significantly impact the game, such as leading charges or inspiring troops.
- Progression System: Possibly include a progression system where heroes can gain experience and improve their abilities over time (campaign mode).
Additional Factions
Beyond the initial six factions, plans are in place to introduce at least 6-8 more factions. Each new faction will:
- Unique Playstyles: Offer distinct strategic options and thematic elements.
- New Units and Abilities: Introduce new units with unique abilities and roles.
- Lore and Background: Expand the world of Wartiles with rich lore and background stories for each faction.
Multiplayer Modes
Expanding Wartiles to accommodate more players will add to its replayability and appeal. This includes:
- Team Battles: Rules for team-based gameplay, allowing players to form alliances.
- Free-for-All: Modes where multiple players compete against each other without alliances.
- Large-Scale Battles: Rules for handling larger battles involving multiple players and more units.
Campaign Mode
A narrative-driven campaign mode will provide a structured series of scenarios, including:
- Storyline: An engaging story that ties together multiple battles and factions.
- Scenario Progression: Each battle's outcome affects the subsequent scenarios, creating a dynamic and evolving campaign.
- Character Development: Opportunities for characters and units to grow and develop throughout the campaign.
Thank you for taking the time to read the rules and give me your feedback on this very preliminary version of my game.
Some units in my game will have the ability to transport other units, introducing a stacking concept, but definitely not in the way you tried with poker chips.
Regarding the analogous game area, I have to admit that I hesitated for a long time before coming to this idea. I had thought about using hexagons, but that started to resemble BattleLore too much. Moreover, some units can group together in formations of 4 or 5, which would have required too large a scale for the game, or compromises on one of the key points of my game.
I also considered making the game much more abstract, with zones similar to those in a TCG (Reserve, Support Line, Front Line, Battlefield, etc.), but I feel that would stray too far from the "Wargame" spirit.
In reality, I plan to eliminate many ambiguities with the "Consolidation" rule and, more generally, with a set of simple rules that leave very little room for interpretation.
I will conduct my first real test this weekend, and I am confident that I will come back with a truckload of comments and adjustments.