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wasteland-tactics's Introduction

These aren't the droids you're looking for

This repo has been migrated to GitLab at https://gitlab.com/Pointedstick/wasteland-tactics.


The game

Wasteland tactics is a tabletop wargame simulating the fast-paced randomness and tactical decision-making of a real battlefield.

The rules are fundamentally simple to encourage fast play, yet combine together in deep and interesting ways. The game can be played at any scale: a skirmish between ragtag bands of desperadoes will take under an hour to play, while a company-scale battle with hundreds of soldiers and a dozen monsters and war machines is feasible in under four hours.

Features include:

  • Compact set of basic rules that interact in complex ways
  • Engaging and technically interesting player choices rather than endless sterile die rolling
  • Alternating unit activation
  • Reactions
  • Sophisticated leadership, morale, and unit suppression mechanics
  • Single roll to hit/wound and single save roll
  • Interesting missions with complex, real world style objectives

How to get it

Download the latest version

Click here to download the latest release of the rules in PDF form.

Here are the rules for the different factions you can play as:

Build from source

The Wasteland Tactics rules are written using LaTeX. To compile them into a PDF document, you will need a LaTeX app or compiler.

Policies, philosophy, and licensing

The goal of Wasteland Tactics is to make available a high quality 100% free open source wargaming ruleset. Accordingly, the rules will never use a freemium or DLC model with the "core" rules provided for free but extra "advanced rules" or "bonus content" costing money. The source code for 100% of the rules will always be free and open source under the GPLv3 license.

When the rules change, the goal is to improve the game by making it more fun, faster to play, and to reduce imbalances--never to temporarily give one faction an edge to encourage the sale of models, books, or anything else.

All rules changes will come in the form of discrete releases with a full set of release notes detailing what has changed, for your convenience.

Commit message policy

Any commit that changes the rules to alter the gameplay in any way must have a commit message which begins with the text "[rules]". This does not apply to typo fixes or simple re-wordings; only to changes which alter the gameplay. This policy is intended to make it easy to generate a changelog of rules alterations for each release.

wasteland-tactics's People

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wasteland-tactics's Issues

Re-think making all heavy weapons ignore Life bonuses from being in cover

This makes a certain amount of sense for aromro-piercing missiles and the like (the shot goes right through whatever protection is afforded by the cover) but it doesn't make sense for weapons like machine guns.

Potential alternatives:

  • Ignore cover Life bonuses automatically for weapons with a sufficiently high D value
  • Write a separate rule for "ignores cover Life bonuses" "Armor-Piercing, maybe?" Like maybe it has this effect and deals bonus damage against Hardened units?
  • Nothing; it's not needed and cover should be protective in all circumstances

Multi-round cash out for objectives

The longer you stay on an objective, the more points you get for it (e.g. more time to grab loot from a cache) but all your points disappear if your scoring units are destroyed, retreat, or become non-scoring. A scoring unit could remove the points at any time by leaving the objective.

More abstract rules for model size/height

Instead of true line of sight minus protrusions for determining if models block other models, consider a more abstract size model with small/medium/large sizes. Terrain could have height too.

Reconsider book format for main rules

It might be more friendly if instead each section was one or two double-sided cards, which would be hopefully printed on thin cardboard. So for example there would be:

  • A card with the basic game mechanics and sequence of play
  • A card with the missions
  • A card with the unit rules
  • A card with the weapon rules
  • A card with the actions
  • A card with the terrain rules
  • A card with the advanced rules

And so on. The idea behind this would be make it easier to find any given rule during play by providing a harder separation for the different elements of the game rules.

Investigate bringing back explicit reactions

The earliest version of this system had explicit reactions at the moment when the unit was targeted by a Shoot, Fight, or Cast action:

  • Defend: the unit gains a Life and Will bonus.
  • Withdraw: the unit makes a free Move action directly away from the shooting as long as this doesn't take it any closer to any visible enemy models.
  • Counter-attack: The unit gets to make a free Shoot or Fight (if applicable) action against the enemy unit before its original action happens, but with a penalty to the counter-attacking unit's Move, Shoot, and Fight values.

Certain weapons prevented or forced certain reactions; for example Overwhelming weapons did not permit a Counter-Attack traction, while Terrifying weapons forced a Withdraw reaction, like today's Forced Move Actions.

I scrapped it because of various problems with this system:

  • Reactions were free and never involved any negative consequences, so there was never a reason to not make a reaction. This slowed down gameplay by constantly interrupting the normal sequence of actions
  • It was possible for a strong unit to make a counter-attack reaction that wiped out or severely damaged a weak unit, lessening the utility of weak units
  • Doing a fight Counter-Attack against a Fight action was common to avoid letting the enemy unit gain any ground. If you knew your unit was going to be wiped out anyway, you may as well counter-charge to avoid losing any board control and potentially also trigger any abilities that activate when charging
  • The Counter-Attack reaction had unlimited range which didn't make a lot of sense
  • Vehicles/monsters could make reactions

However over time I've brought back some of these concepts in different form:

  • The Forced Move Action mechanic is essentially a non-voluntary Withdraw reaction
  • The ability to take a suppression marker when fired upon is the old Defend reaction but with a negative consequence to balance it out
  • The ability to take a suppression marker and pass a will roll when charged and then make a free shoot action is the old Counter-Attack reaction, but with negative consequence to balance it out

So all that's missing is:

  • The ability to voluntarily take a Forced Move Action, perhaps requiring a passed Will roll
  • Explicitly mentioning these things in a dedicated section of the rules rather than hiding them in other rules
  • Allow short-ranged firefights by re-introducing counter-attacks for shooting under, say, 20" (after passing a will roll). The loser takes a suppression marker

Something to consider.

"Go down fighting" mechanic

When a unit is destroyed, it can either "go down fighting" and make a free Shoot, Fight, or Cast action and then be completely destroyed. Or alternatively it can forego this and simply gain another suppression marker.

Optional defend reactions/interrupts

A unit being shot at could voluntarily take a temporary suppression marker to gain the benefits of the Defend action against the firepower being directed at them (and subsequent fire, obviously). It loses that suppression marker automatically at the end of the round.

Maybe to much bookkeeping for this though?

Locations of Vehicle-mounted weapons are not specified despite being rules-relevant

Line of sight for vehicle weapons is traced from the barrel, which makes their position and facing relevant. However the rules thus far are silent on the matter. Options:

  1. We can specify in the rules how every weapon should be mounted (turret, sponson, hull) and in what direction it faces. However this feels like it may become too fiddly, and will discourage creativity and flexibility in modeling.
  2. We can say that the way the vehicle is modeled determines the characteristics of its weapons. But this encourages modeling for advantage.
  3. We abstract vehicle line of sight and say it's drawn from any part of the vehicle, but this allows nonsensical situations where a tank draws line of sight from its rear fuel tank to fire a forward-facing weapon and stresses the player's suspension of disbelief.
  4. Do halfway thing and say that all vehicle weapons can only fire in the front no matter how they are modeled, using the same definition of "front" as the one used for the Vulnerable rule (i.e. draw a line across the middle and anything in the front is "front")

Support rule may encourage deathballs

The intention was to limit its effects by requiring at least on model to be in base contact, and have a maximum range on the aura, but I don't think it works. It's still possible for multiple units to fit within the aura. Perhaps instead it should only apply to one unit and you should have to choose which one

Hit/wound rolls being per gun encourages "bucket 'o dice" style

This ensures that each model rolls a minimum of one die per action, some sometimes more. Each squad will probably be rolling between 5 and 20 dice per action on the extreme upper end. If you combine actions together (e.g. rolling for two consecutive shoot actions) then it'll be 10-40 dice. That's a lot.

Buckets of dice are less fun with D10s compared to D6s due to the larger number of numbers and the increased size and price of the dice.

A potential way around this is to make rolls based on the number of models in the unit. Say, two guardsmen = 1 roll.

However this breaks the immersion of sprinkling in special weapons. I suppose you could give each of those special weapons their own roll. Or, anti-infantry special weapons could augment the general rolls, while anti-tank ones would grant an additional roll.

Large number of Suppressive/Terrifying weapons in a unit can inflict an auto-fail on the target unit's will roll

Several Orc units can have a large number of Suppressive or Terrifying weapons:

  • Dreadwalker: up to 4 Terrifying weapons
  • Blasta-Copters: up to 5 Suppressive weapons
  • Raiders: up to 10 Suppressive weapons
  • Bikers: up to 15 Suppressive weapons

Because the penalty of the Suppressive and Terrifying rules increases by 1 with each additional firing weapon in the unit, large numbers of them can inflict an auto-fail on the target unit's Will roll. Raiders and Bikers are capable of this.

This seems like kind of a problem. Perhaps we could cap the penalty at 5 or something.

Secret mission objectives

For example the attackers need to place a mine on a location marked by a numbered counter, but the defenders don't know which counter they've chosen. The attackers could feint by dividing their forces among multiple counters, knowing the the defender would need to react to all of them due to not knowing which one was the real one.

Consider making infantry models a tad slower

Right now we seem to have a 6" move value as standard, with an average rifle having a range of 20". Thus in three actions, the model can attack a rifle-wielder in melee combat. This may be a bit too fast. Consider going down to 5" as a base Move value.

Multi-level cover system

Level 0: nothing
Level 1: as with current concealment
Level 2: as with current cover
Level 3: like level 2 but life bonus improves

The idea is that various effects would improve your cover level. For example taking a defend action increases it by 1, and taking a Go To Ground reaction would increase it by 1.

Add a new Support unit type

Troops and Elites right now are almost identical:

  • They're generally infantry
  • They can score objectives
  • They can act at the same time (compared to fast and heavy units)

We have another kind of unit that generally consists of single model or a small model count unit, whose primary goal is to offer non-leadership support to other units. These units are currently jumbled in the Elites and Command categories but often don't really fit that well in either one. Let's consider combining Troops and Elites into one type and creating a new "Support" type

More mobile commanders

In various armies, commanders should be highly mobile so that their leadership abilities can be quickly deployed to the part of the battle where they are needed most. Slower armies should not have this.

PDF combat engineers

This specialized support unit should be able to destroy pieces of terrain and have bonuses when destroying or securing objectives.

Unit upgrades

Right now there is no provision for unit upgrades. This needs to be added, but in a way that does not make army selection too fiddly and complicated and does not slow down the game too much.

Crossfire/flanking bonuses for shooting

We already have a de facto flanking bonus for melee because of the retreat corridor is blocked, the retreating unit is destroyed. But we have no such equivalent rule for when unit is under fire from opposite directions.

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