• My own Tabletop miniature wargame.
    39 replies, posted
Well i have been working on a idea that i had myself for a few days. A alternative history Tabletop miniature wargame.I have most of the rules set down but i have it a snag. I dont have many unit ideas for the first 2 factions im planning do write. So i come do facepunch hoping that some of you have ideas for diffrent kinds of units. Here are the 2 nations i have planned right now Germany The germans will have a heavyli mehanical force consisting of things like Walkers and giant tanks and exosuit soldiers and such. USSR. the USSR will have more simpler looking units but relying on heavy tanks and loads of infantry. USSR will use walkers also. If you have a idea write it here pictures are good also. Anyone that contributes will be mentioned in the credits. And if thread is in wrong place mods can move it/delete it or whatever ALSO RATE ME MORE BOXES :downs:
Can you be more specific? I don't understand what exactly you're asking for.
nice english there
I need units vehicles and tank Ideas for my Tabletop miniature wargame. The technology in this Alternative history world has advanced at hyper speed so its 1987 And there are stuff like Walkers and exosuits and stuff.
Pills that turn into food when you water them [img]http://davidszondy.com/future/Living/food_pill_conquest.jpg[/img]
Recommendation? Give up now.
It seems that you have completely and thoroughly thought your idea past the concept stage and you're most definately ready for the development stage. As such, I would be delighted to creature minatures or minature concepts for you, whichever you prefer, with no benifit to myself and no gurantee that the work will be waste of my time and resources. I look forward to working with you in the future.
[QUOTE=CodeMonkey3;18324544]It seems that you have completely and thoroughly thought your idea past the concept stage and you're most definately ready for the development stage. As such, I would be delighted to creature minatures or minature concepts for you, whichever you prefer, with no benifit to myself and no gurantee that the work will be waste of my time and resources. I look forward to working with you in the future.[/QUOTE] [img]http://1.bp.blogspot.com/_dSZ36A0-GBI/SYey8cuaxZI/AAAAAAAACQw/JQwh9aQH0hA/s400/sarcasm+meter.jpg[/img]
[QUOTE=Drug unit;18324484]I need units vehicles and tank Ideas for my Tabletop miniature wargame. The technology in this Alternative history world has advanced at hyper speed so its 1987 And there are stuff like Walkers and exosuits and stuff.[/QUOTE] What about aircraft? Bombers and fighters?
[QUOTE=Emperor Scorpious II;18324610]What about aircraft? Bombers and fighters?[/QUOTE] I tried Writing rules for Aircraft in Version 1.0 but it got too messy so i decided do leave it for a future idea.
[QUOTE=Drug unit;18324629]I tried Writing rules for Aircraft in Version 1.0 but it got too messy so i decided do leave it for a future idea.[/QUOTE] Well, try artillery then. Can damage the enemy safely behind the lines. Also, will the infantry be diverse, or will they all pretty much be "riflemen"?
How about putting the Die Glocke in there? [url]http://en.wikipedia.org/wiki/Die_Glocke[/url] If you're the "too long, didn't read" type, it was experminetal flying saucer technology of Nazi Germany. It may or may not have existed as there is a lack of public evidence for them. I suggest you put it in as a special unit as an anti-material aircraft. +Pros: Good against buildings and vehicles. High health and armour Can transport up to 10 infantry units -Cons: Requires late war research Expensive Somewhat slow Vulnerable to anti-aircraft weaponry
Basic rules right now contain Infantry and Machinegun infantry but will be expanded in the future Rules for Artillerty,anti-tank weapons and armored vehicles are included also.
Oh yeah, what about buildings?
[QUOTE=Emperor Scorpious II;18324763]Oh yeah, what about buildings?[/QUOTE] Building rules have not yet been implemented.
[QUOTE=Drug unit;18324810]Building rules have not yet been implemented.[/QUOTE] Well, I would suggest three types of buildings: Defensive - >Bunkers >Pillboxes >Barricades/mines Offensive- >Airfields >Missile silos Support- >Hospitals >Factories >Refineries Just shootin' things out there. Couldn't think of a third offensive building.
[b]GIANT GNATZEE AIRSHIPS LOADED WITH EXOSOLDIERS USING SHOULDER MOUNTED PANZERFAUSTS AND WIELDING DUAL GOLD TIGER STRIPE DEAGLE BRAND DEAGLES![/b] Future expansion to Fuck Shit Up.
[QUOTE=BANNED USER;18324881][b]GIANT GNATZEE AIRSHIPS LOADED WITH EXOSOLDIERS USING SHOULDER MOUNTED PANZERFAUSTS AND WIELDING DUAL GOLD TIGER STRIPE DEAGLE BRAND DEAGLES![/b] Future expansion to Fuck Shit Up.[/QUOTE] Indeed Acctualy that Exosuit whit Should mounted Panzerfaust is a good idea.
Sounds like you're trying to make a HoI boardgame.
[QUOTE=Comtochus;18324732]How about putting the Die Glocke in there? [url]http://en.wikipedia.org/wiki/Die_Glocke[/url] If you're the "too long, didn't read" type, it was experminetal flying saucer technology of Nazi Germany. It may or may not have existed as there is a lack of public evidence for them. I suggest you put it in as a special unit as an anti-material aircraft. +Pros: Good against buildings and vehicles. High health and armour Can transport up to 10 infantry units -Cons: Requires late war research Expensive Somewhat slow Vulnerable to anti-aircraft weaponry[/QUOTE] Yeah, having a whole slew of myths to implement would be awesome. Collecting these artifacts would give bonuses. Zombie virus. UFO tech. Die Glocke. Super tank. Tesla power. Ect.
Thought up a third offensive building. "Forward Base" - Must stand a certain distance from the front lines, but once it gets into what was originally the enemy territory, it gives bonuses to the invading army. If front lines are pushed back so far that the forward base is pushed off the map, the defending team loses it, but gets an immediate surplus of infantry/armor/whatever.
And then suddenly, Space Marines.
Americans can have Psychics: Soldiers who volunteered to be test subjects during the war in order to gain an advantage after Nazi Germany won the battle of Normandy by surprising Allied troops with a controlled zombie outbreak of their defeated soldiers. Pros: -Affect enemy accuracy/ movement(Toggle ability [no penalty for toggling]; Must be within range) -Temporary Mind Control(Lasts 1 Turn; 3 turn Cool down; Within range) -Reflect/Redirect Projectiles ( Defensive Bonus vs. Ranged Attacks; Maybe countered with an enemy psychic or other forms of disruption) -Nearby ally units may receive accuracy bonus(Toggled [no penalty]; May not be active if the Accuracy/ movement reduction is active) -Teleport ( 4 turn Cool Down; Within Range; Unit will not be able to move for 1 turn after use) Cons: -Weak vs. CQC( Defense Penalty) -Lower Health -Slower Movement when abilities are in use.( Slightly faster than average infantry when inactive; Passive/Toggle abilities can be considered "active" if they are affecting an enemy unit [if this is the case movement penalty is only halved from the actual amount]) -Drug dependant( X amount of turns can effect the units potency; LSD or Other hallucinogenics maybe needed on hand in order to sustain consistence in the units abilities) *Recommended unit for sniping
OP you honestly sound retarded. Do you ride in a short bus to school?
[QUOTE=Aman V;18328095]OP you honestly sound retarded. Do you ride in a short bus to school?[/QUOTE] Hey, if you're not helping, get the hell out.
[QUOTE=Nallin;18327708]Americans can have Psychics: Soldiers who volunteered to be test subjects during the war in order to gain an advantage after Nazi Germany won the battle of Normandy by surprising Allied troops with a controlled zombie outbreak of their defeated soldiers. Pros: -Affect enemy accuracy/ movement(Toggle ability [no penalty for toggling]; Must be within range) -Temporary Mind Control(Lasts 1 Turn; 3 turn Cool down; Within range) -Reflect/Redirect Projectiles ( Defensive Bonus vs. Ranged Attacks; Maybe countered with an enemy psychic or other forms of disruption) -Nearby ally units may receive accuracy bonus(Toggled [no penalty]; May not be active if the Accuracy/ movement reduction is active) -Teleport ( 4 turn Cool Down; Within Range; Unit will not be able to move for 1 turn after use) Cons: -Weak vs. CQC( Defense Penalty) -Lower Health -Slower Movement when abilities are in use.( Slightly faster than average infantry when inactive; Passive/Toggle abilities can be considered "active" if they are affecting an enemy unit [if this is the case movement penalty is only halved from the actual amount]) -Drug dependant( X amount of turns can effect the units potency; LSD or Other hallucinogenics maybe needed on hand in order to sustain consistence in the units abilities) *Recommended unit for sniping[/QUOTE] Now thats more like it. Thats a very good idea but right now i need ideas for USSR and Nazi germany.
Needs more P.1500 Landkreuzers.
[QUOTE=Squeaken;18331890]Needs more P.1500 Landkreuzers.[/QUOTE] Il see what i can draw up but a 28MM scale Landkreuzer would be HUGE.
[QUOTE=Drug unit;18324373] Germany The germans will have a heavyli mehanical force consisting of things like Walkers and giant tanks and exosuit soldiers and such. [/QUOTE] sounds like: [img]http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1860257_ULtramarineForce.jpg[/img] [quote]USSR. the USSR will have more simpler looking units but relying on heavy tanks and loads of infantry. USSR will use walkers also. [/quote] Sounds like: [img]http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2300384_P3Mb1.jpg[/img] So, from a tabletop point of view it doesn't sound that imaginative. Now, a 'Myths and Legends of WWII' would be a pretty cool concept.
Did someone ask for Nazi's tech? CanibalMonke at your service! [url]http://www.facepunch.com/showthread.php?t=824289[/url] For reference. [editline]07:13AM[/editline] -Vergerltungswaffe 3- This is pretty much a giant, stationary cannon, design for extremely long range shots. -Pros- -It has an extremely far range, and some decent accuracy. -Large, destructive shell, mostly used for buildings or heavy armor, and can damage units nearby. -Special Abilities- Once every 5 turns, this cannon can fire of 10 rounds in succession, but after wards, cannot be fired for 10. -Cons- -It's stationary, 100%. -It only fires off about 10 rounds and hour, so in the game, would be slow. -It's very easy to destroy, due to about a mile of barrel, so low HP. -Takes a LONG time to setup, meaning, you'd need to wait several turns to get it ready. -Krupp 5- Rail based anti-armor and building cannon. More mobile than the Vergeltungswaffe. -Pros- -It's able to move on rails, so it can be repositioned, but with some restrictions. About 2 turns to get to a point. -Heavy shell, dealing lots of damage to most any target. -It has a large amount of armor, so its HP would be note-worthy, -Special Abilities- It can convert 1 round into a super high-explosive shell, with a shockwave of 3-times of the normal. It takes 3 turns to do this, and 5 to recover to use again. No restriction on firing. -Cons- -It can only go so far, since it can only move on rails. -Takes a few turns to reload a shell. -Landkreuzer P. 1000 Ratte- This thing is the king of armor. A 1000 tonne tank, suited to destroy anything in it's path. -Pros- -Equipped with Anti-air flak guns, restricting much air traffic near the tank. -MG turrets for low to the ground targets, such as infantry. -Has two 280mm Naval cannons, so perfect for buildings. -1 Tonne of armor, so extreme HP. -Special Abilities- It can fire of all available turrets at a location, but then, renders all movement to none, and the only defenses are the MG guns. All other guns are useless. 3 turn use time, and 10 turn cooldown. -Cons- -It's bulky, and so cannot move everywhere. -Requires lots of people, and thus, if damaged, has slower functions. -Needs a two turns to get into firing position on a target with the cannons. -Cannons only usable one every 5 turns. This is my minor contribution.
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