|What's going on here?|
Inspired by Chris K of the Basement Gaming Bunker's recent rediscovery of my Gut Check! rules, I have been thinking about how to progress them to V2.0 and also re-ignite my interest.
I think they were a fun set, but required a lot of additional work on my part and I ran out of steam. I'd like to take some of the ideas that worked well (the titular Gut check, a 1d6 system originally similar to THW rules, and the action choices) but replacing all the clunky bits... Especially the hexes, which put a lot of people off I imagine.
I am tentatively naming this new version "Throwdown" to keep me focussed on the new objective... That being you should be able to grab a bunch of minis you already have and throw them down on the board with as little prep as possible. I want to have enough gambling and tactical decisions to be fun, but an absolute minimum of bookkeeping, chart lookups and needless complexity. The game is more solo centric, based on the player taking a 5 man team. It is no longer a game trying to cover platoon sized actions. I made a harsh review of any rule that seemed "clever" but had limited real-world effect on the battle.
Here's what I've got worked out already:
- Action point system. Heavily armored figures get less actions and and high survivability (1 action, 3 wounds, 3+ save) , Lightly armored figures get the opposite (3 actions, 1 wound, 5+ save)
- Models that fail activation go on guard.. A feature inspired by later editions of FUBAR.
- New combat mechanic. Total up factors like shock counters, range, target speed, cover etc, then resolve an exchange of fire with a single Blood-bowl like roll. This models both parties firing at each other and the final result, rather than individual shots. It's a partial replacement for a more detailed reaction system.
- A streamlined reaction system. Only models with "guard" actions get to react by passing a gut check.
- Replaced hex movement and weapon ranges with SOBH styled " Short Medium and Long" distance measuring.
- Removed the "Choked" condition. Shock markers model suppression as much as I want to without an extra condition that needed a counter on the table.
- Stopped all figures reacting all the time. Too much headache, too much dice rolling.
- Removed my (brilliant!) chit activation system. The concept was good, but there are much less complex ways to govern enemy actions. Having proper scenario goals for the AI makes a big difference here.
I have the new combat rules done in a bare-bones form, and team construction rules mostly done ( I will need help to fine tune here, I'm not great at math.) so apart from some playtesting, I have to get some scenarios done... Straight out "kill each other" battles have a tough time holding my interest these days.
PS- Special thanks to all the folks who wrote in with playtest observations, your notes really helped shape the newer version.