Sunday, May 5, 2013
Still Here... Still Working... Here's A Teaser...
by
SandWyrm
No, I haven't died or been hit by a bus. I'm just working on the LoS/Visibility rules. Which I want to complete all in one go, instead of dribbling them out in disconnected pieces that we hash over uselessly. It's taking some time.
Labels:
Concepts,
Line of Sight,
M42,
Rules,
Sandwyrm,
Visibility,
WarStrike
Wednesday, May 1, 2013
Line of Sight & Visibility
by
SandWyrm
Ok, Eriochrome and Ryjak have been working me over on visibility. So here's another go at it. With what should be a simpler set of concepts to explain.
Labels:
Concepts,
Line of Sight,
M42,
Sandwyrm,
Visibility,
WarStrike
Monday, April 29, 2013
Refining Visibility Some More
by
SandWyrm
Ok, so the new visibility system was all well and good... until I had to sit down and write clear rules for the terrain effects. Block city. If the rules are too weird/complex for me to easily figure out clear rules for, then it indicates a problem. So I'm taking the weirdness down a notch, and de-coupling the visibility of a target more from the terrain Evasion modifiers. In a hybrid of the old and new systems.
Tuesday, April 23, 2013
Sunday, April 21, 2013
Yes Finally... A WarStrike Battle Report
by
SandWyrm
I went over to Games 2 Die 4 on the west side for testing yesterday. Where I took pictures of the game we had, so that I could finally (yes finally) make a proper Battle Report for everyone to see.
Labels:
Battle Report,
M42,
Sandwyrm,
Testing,
Visibility,
WarStrike
Saturday, April 20, 2013
Quick Terrain Summary
by
SandWyrm
I'm off to go do some testing today. But here's a table that provides a quick summary of what I'm thinking for terrain effects on visibility. Still working on the wordy version.
Labels:
M42,
Sandwyrm,
Shooting,
Visibility,
WarStrike
Thursday, April 18, 2013
Tuesday, April 16, 2013
More Thinking On Visibility
by
SandWyrm
Ryjak had some concerns about units being able to shoot through hills/buildings at range. While I'm finding in testing that adding GtG/Firing modifiers to the standard visibility modifiers gets tedious fast. So here's what I've thought up to solve both problems at the same time.
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