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Iron Seas: The Great War (Miniatures Game)

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moghopper:
Iron Seas: The Great War
The year is 1912. The great powers of the world are marshaling their forces. War is on the horizon, but something is different, history has taken a strange course and the world isn't what it was. Empires that had died in our universe have instead rose to global prominence while others have withered to nothing in their stead. Nations that have prospered in this new age are now ready to clash in a great, all consuming war for supremacy, and their navies will be on forefront, ready to battle in seas of iron.

Game Features:
Unique alternate history setting
-Enjoy an interesting universe with unique characters

Six Distinct Factions
-The Polish Commonwealth
-The British Dominion
-The French Republic
-The United Americas
-The Brazilian Empire
-The Empire of Japan

Over 180 Units
-Field units ranging from small and nimble destroyers to massive battleships and carriers
-Tailor your fleets to meet your strategies and tactical needs with numerous refits and upgrades available to customize your units

Rules for single battle skirmishes, campaigns, and conquest style gameplay
-Play single scenarios if you're short on time, or go for the long haul in a campaign
-Large number of scenarios to play, ranging from small ambushes and convoy missions to large scale fleet battles and invasions

Simple mechanics and system that can be learned quickly
-The game can be learned in under a hour! Spend less time reading and more time fighting!
-D6 based. No fancy dice required

No painting or assembly required
-All units and terrain is pre-colored and with no assembly needed

CHEAP
-Miniatures, terrain, and rulebooks designed to provided the best gaming experience while being as affordable as possible
-Easily replaceable. Replace an entire army for roughly 40$-60$ rather than the hundreds or thousands for other games

We Need You!
-To make the project a reality we need help! Artists, writers, and play testers are all needed!

Old Thread Intro
Spoiler (click to show/hide)Welp, after going over mechanics and such in the old tread (In Creative Projects) I am ready to start doing some play testing. But first, a bit of a summary:

From the initial thread:
So, I'm sure more than a few of us on the forums are wargamers. I for one, used to be, until the prices put me off it completely. I doubt I am the only one in this situation. Even with the models, you tend to need expensive rulebooks and paint to go with it.

Now, over the years I have been working on and off on a wargame of my own, and I was also thinking on the best way to eliminate the pricing issue.

Now, what I want to do can basically summed up as an alternate reality version of WW1 and WW2. The game would focus on naval warfare and use weapons and equipment of those eras.

The setting will, of course, be very different (different world, different nations, etc...). Now, in relating to the pricing problems that many wargames suffer from, I want to make this using laminated carboard punch outs. This means no expensive miniatures, no expensive paint, and no painting required.

What I am hoping for is to be able to sell a starter pack (Rulebook, 2 full fleets, and maybe dice and some terrain) for 20-30$ tops. Other fleets would be maybe 10-15$, and things such as terrain and misc. units would be similarly cheap.

Lose your army? Instead of being out hundreds or thousands of dollars, you could replace it for maybe 40$. Rulebook, army, dice, and terrain catch fire and get sucked into a black hole? Same low price.

If I can pull everything off right I can make a fun and decently flesh out game affordable to most anyone.

What I need though is help. I can write out rules and balance factions easily enough, but I can't draw, nor can I write fluff (or write well at all), or provide any kind of editing in regards to the above. I am hoping I can recruit some help in this regard. I want to put a team together and get this to a point where we can start working on publishing, ideally funded by a kickstarter.

If you are interested in pitching in, please feel free to message me. If you have questions or snide remarks, please post them in the thread.
(I won't mind snide remarks or jackassery so long as it is funny!)

Two Important Things to Note:
First off, anyone who works on the project will be compensated. The amount everyone (including myself) would receive would be based on how well the project does.

Second, I am more than willing to be flexible with the art style and the setting. I would love to see what people come up with.
Some mechanics as discussed in the second thread:
Ship Stats Explained
Spoiler (click to show/hide)Hull- Essentially the Hit Points of the vessel. Once Hull hits zero, the ship is effectively dead, though it could also explode violently, or be rendered a derelict/burning derelict. Total Hull would depend mainly on ship size, so a small destroyer may have 1 or 2 hull while a large dreadnought would have 12 or more.

Durability- A measure of how tough a ship is. Durability governs how hard it is for weapons to damage a ship. Certain weak weapons will not even scratch a ship with very high durability, whereas very powerful ones can cause damage with ease or even insta-kill a target. Durability ranges from 1 (weakest) to 5 (Toughest).

Belt- How thick a given vessels side armor is. Any weapon that hits a vessel must first be able to penetrate the armor before it can deal damage. If a shell equals or beats the armor, then it rolls against durability to cause damage. If it cannot beat the armor, the shell either shatters on impact or bounces off. Measured in mm's. Ranges from around 32mm to 500mm+

Deck- Same as Belt, except it protects from plunging fire instead of direct fire. Deck armor is much thinner than belt armor, so a ship with a weapon incapable of penetrating a targets belt could try for a deck shot instead. Please note that plunging fire is only possible at longer ranges.

Torpedo Defence- How well the ship can take torpedo hits. Works similar to durability, but only affects torpedoes. However, even if the torpedo fails to beat the defence, it still causes one damage (since torpedoes are really deadly). If a torpedo DOES beat the defence, then it does D3 damage (Stay AWAY from torpedoes).
Ranges from 1 (Weakest) to 5 (Toughest)

Anti Air- How many anti aircraft guns a ship has, and how effective they are. As one would expect, it is used to take down hostile aircraft. Each ship gets a number of shots, as well as an indication of how accurate they are (IE: 5/4+)

Speed- How far the ship can move during its turn. Smaller ships would move farther, while larger ones would be slower.

Turning- Indicates what kind of turn a ship may make, and how far it must first move before turning (IE 45 degrees for every 3 inches moved).
Weaponry:
Spoiler (click to show/hide)There are three main types of weapons I have planned: Artillery, Torpedoes, and Bombs. However, before talking about each of them, I think it would be best to mention how range works. Artillery and Torpedoes have five range bands:
Band 1 (Point Blank)
Band 2 (Close Range)
Band 3 (Standoff)
Band 4 (Long Range)
Band 5 (Extreme Range)
As range increases accuracy falls. In the case of artillery penetration also drops, but increased range does increase the odds of hitting a targets deck. So if you can't deal with a targets belt armor, you may be able to get through the deck plating. Additionally, at closer ranges penetration INCREASES, so if you can't penetrate armor at longer ranges you can try to get closer for a better shot.

Now, onto the weapons themselves

Artillery- The main armament of virtually every warship. Artillery comes in sizes ranging from 2 inches to 20 inches (yes I know that is massive). Artillery has a few different stats: Power (How likely the shot is to cause damage), Penetration (How much armor it will penetrate, which changes based on range), Range (In the five aforementioned bands), and Accuracy (To hit belt or Deck, Changes with range).

Torpedoes- Very dangerous. Torpedoes operate on range bands similar to artillery and lose accuracy as range increases. However, unlike artillery they have no penetration value, and no chance to hit the deck. Instead they go up against torpedo defence. As mentioned in the first post they can do anywhere between 1 to 1d3 damage EACH. Torpedoes have 3 stats: Power, Range, and Accuracy.

Bombs- Bombs are dropped from dive bombers and only hit deck armor. Not much to say about them right now as they basically function as point blank artillery. Bombs have 2 stats: Power and Penetration.
Unit Types:
Spoiler (click to show/hide)Destroyer- Smaller craft, mainly designed for recon, escort, and torpedo duties. Destroyers are frail but also very fast and difficult to hit with larger guns. While they are very vulnerable, their torpedoes make them a very deadly threat to any kind of ship, so they must be respected.

Protected Cruiser- A step up from destroyers. Protected cruisers function as generalists, with larger and more numerous guns. However, due to the lack of belt armor, they suffer more from critical hits than other ship types. Protected cruisers are eventually rendered obsolete by the introduction of light cruisers.

Armored Cruiser- Armored cruisers function as hunter killers and second line combatants, being faster than a battleship, better armored than protected cruisers, and better armed as well. These ships can function in a battle line or independently. Armored cruisers eventually become obsolete once heavy cruisers become available.

Battle-cruiser- Fast capital ships that sacrifice protection for speed. Anything they can catch, they can kill, and anything the can't kill, they can outrun. Their greater speed and agility compared to battleships allows them to dictate the terms of engagement and disengage if needed. However their limited protection leaves them vulnerable.

Battleship- Slow juggernauts with massive firepower and protection. Battleships are capable of obliterating any other ship in the sea and soaking up great amounts of punishment. They pay for this with their slow and ponderous movement.

Light Cruiser- Cruisers with lighter armor and firepower than larger ships, but with better armor and weaponry than protected cruisers. These eventually replace protected cruisers as the jack-of-all-trades in most navies. Light cruisers also feature greatly enhanced AA capabilities and some also feature formidable torpedo armament.

Heavy Cruiser- Heavy cruisers are the successor to the armored cruiser. Protection wise, the can be anywhere between light cruiser and armored cruiser. What differentiates them from light cruisers is a more powerful main battery, and what differentiates them from armored cruisers is greater speed and agility. This makes heavy cruisers excellent multi role combatants. Heavy cruisers may also feature enhanced AA and torpedo armament similar to their light cruiser cousins.
Some Basic Mechanics:
Spoiler (click to show/hide)First up, I want to explain a bit about game mechanics.

Shooting and accuracy- As I mentioned above, there are five range bands for weapons and that accuracy and penetration change at each. As an example, refer to the table below:
                                             
Range Bands---->                   3"              6"            9"            12"            15"
                                             ================================
To Hit (Belt/Deck)                   3+/-          4+/-         4+/-        5/-             6+/6+
Penetration (Belt)                   295mm      254mm    201mm    154mm      102mm
Penetration (Deck)                  N/A           N/A          N/A          N/A           51mm

As you can see, accuracy and penetration drop as range increases. However, in this case range band 5 allows for plunging fire, meaning that it has a chance of penetrating close to 2 inches of deck armor.

Damage- As stated in the first post, weapons have a power rating that determines just how hard they hit, and ships have a durability rating representing how hard they are to damage. When an attack hits a target and penetrates the armor then players compare the power and durability

     1      2      3      4     5      (Weapon Power)
==================
1|  4+   3+    2+   ID    ID

2|  5+   4+    3+   2+   ID

3| 6+    5+    4+   3+   2+

4| N/A   6+   5+    4+   3+

5| N/A   N/A  6+   5+   4+
^
|------Ship Durability

As you can see, attacks that equal a targets durability have a 50% chance of dealing damage, and more or less powerful attacks have a greater or lesser chance to cause damage as is to be expected.

N/A indicates that an attack is too weak to cause meaningful damage, while ID indicates that such a frail target is instantly put out of action from an attack.


Now, I have the files and resources ready for trial here: https://www.dropbox.com/s/mhe20ai07beogrd/Tabletop.rar?dl=0

If some people would like to play test the game for me, it would really help with development.

moghopper:
Oh... Whoops. I meant to post this in Creative Projects. How can I get this thread moved to there?

nenjin:
Use the thread controls at the bottom left of the page.

moghopper:

--- Quote from: nenjin on May 07, 2018, 08:47:36 pm ---Use the thread controls at the bottom left of the page.

--- End quote ---

Much obliged.

AzyWng:
Downloaded the copy and will report back on how the play experience is.

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