Beta 1.2


Beta 1.2 ready.

We've rewired the Initiative Phase and parts of the Movement Phase. Several tags got cleaned up, and we've added some cool new ones.

Core Unit Cost update

Core Unit cost change to Armor. Its somewhat more fiddly, but a more accurate depiction of Armor cost vs performance.  The new equation weights 67% of Armor more than the last 33%. The reasoning is damage-related stress kicks in when Armor is below 50%, this means the bottom half or Armor value is statistically worth less than the top 50%. New equation better reflects this. 

The other change was reducing the Size bonus to Armor cost. Armor cost only reduced by (Size / 2) now instead of Size. Reasoning for this one is that Size 6+ (or even 8+) units were getting a fantastic deal on Armor equal to, or greater than their Size value.  

Initiative and Movement fixes

The other big shake up is initiative and movement. The Beta 1.1 idea of ordered unit moves tied to Movement speed was...off. We had a game that kinda proved it in a really obvious way. Essentially one player would win initiative...but none of their units were faster than the opponents. Despite winning initiative, the winner would still have to move first. Clearly my experiment was not workable. We've reverted to a die roll, but Eamonn had a great idea to use cumulative 3D6.  Unit movement is back to "Player moves all, then next Player moves all", which would balance out some issues with Melee positioning too.

Overwatch balance

One smaller change was to Overwatch; We've changed the damage cap to 50% of current value. In practice, Melee + Overwatch was stupidly good at board clearance...

TAG Updates

  •  [Composite Unit] - new! allow 1 model to represent multiple Unit Info cards, as if cards were 'modules' of a giant unit.
  • [Coordinated Fire] - new! 1 Unit may buff up to 2 other nearby units when all 3 fire at the same target.
  • [Field Artillery] - (was Indirect Fire II), removed to-hit penalties, changed cost equation. Range is 100% of Effective range now.
  • [Indirect Fire] - removed 'ranks', removed to-hit penalties, changed cost equation. Range of IF is 50% of Effective range now.
  • [Overheat] - 3 stress to re-roll up to 3 dice. 
  • [Elite] - grants +1 to INI roll. 
  •  [Self-Healing] effect rounded down, cost reworked to include size value.
  • [Recon] - cost rebalanced, effect roughly the same, can stack again.
  • [MHQ] - cost rebalanced, effect roughly the same.
  • [Courage - I] and [Courage - II] - can be paired with [Overheat] now.
  • [Overheat] - upcosted because it proved to be incredibly effect en masse, and with decent die-rolling.
  • [Minimum Range] - 25% of Effective range, minimum penalty 8". When given to [Indirect Fire], boost [IF] to 100% Effective range. When given to [Field Artillery], range boosted to Long range.
  • [Rolling Stop] - recosted for balance.
  • [Fearless] - cost increased from 25% base unit cost to 33%.
  • [Heavy Armor] - cost adjusted adding move * 1.25%

Files

landwar_core_rules_beta-1.2.pdf 148 kB
Jan 07, 2024
landwar_ref_sheet_beta-1.2.pdf 102 kB
Jan 07, 2024
landwar_scenarios_beta-1.2.pdf 122 kB
Jan 07, 2024
landwar_unit_cost_manual_beta-1.2.pdf 68 kB
Jan 07, 2024
landwar_beta-1.2 all-in-one 749 kB
Jan 07, 2024
landwar_unit_cards_blank.pdf 28 kB
Jan 07, 2024
landwar_tokens_beta-1.0.pdf 2 kB
Jan 07, 2024

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