Sunday, May 5, 2013

Still Here... Still Working... Here's A Teaser...


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.

Wednesday, May 1, 2013

Line of Sight & Visibility


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.

Monday, April 29, 2013

Refining Visibility Some More


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

Free Discussion: Grenade Ideas


Ryjak's been wanting to talk about grenades, so let's talk.

Find Me A Word For This!


I need a good word for a concept, and I'm coming up blank. Help!

Sunday, April 21, 2013

Yes Finally... A WarStrike Battle Report



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.

Saturday, April 20, 2013

Quick Terrain Summary


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.

Thursday, April 18, 2013

Rules: Unit Visibility (Ver. 0.56)


Here's the basic visibility rules, updated with some of the changes that I outlined the other day.

Tuesday, April 16, 2013

Unit Card Revamp


Here's what I'm working on for a re-vamp of the unit cards.

More Thinking On Visibility


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.