due novità:
1) armi di supporto:
2) ecco alcune anteprime di come saranno le regole:
• "Learn by playing" mechanic - A series of basic scenarios will introduce new gamers to the core rules/mechanics one by one, with the game developing in complexity over a few hours as the rules are learned. This removes the need to spend hours reading the rule book before you can pick the dice up!
• D10 mechanics Most actions are resolved with a single dice role, keeping the game fast, but the D10 allows for lots of statistical variety between units.
• Simultaneous Activation system. Player A declares an action for a single unit, player B declares a reaction, which is assumed to take place simultaneously. This ensures both players are continuously involved in the game.
• Game Scaling Mechanic - Units will deploy into the game with a simplified "Battle" profile, but upon close range contact with the enemy will switch into "Skirmish" profile, allowing models more individual autonomy. This needs some extensive play testing, but the idea is to ensure a larger game moves fast in its opening stages, but the game gets more tactically interesting as opposing sides close in on their objectives.
• Fog of War- To add realism, Units are assumed to be invisible until they are detected by a scan/LoS. Players will have options to bluff with "ghost" units and substitutions, so you don't know exactly what you are facing until its right in your sights, this means the players will have to stay on their toes and it will be difficult to predict your opponents actions and strategies simply by looking at the miniatures on the table.
• Resource Points - Army lists are not always set in stone before the game, you start with a certain number of resource points which can be used to deploy units to the battlefield, or use special tactics and options such as Artillery Strikes. You can alter the makeup of your forces during the game, and redeploy "dead" units if you have sufficient resource points left, this adds an extra level of tactical uncertainty for players. In some circumstances it will be possible to earn extra Resource Points by achieving mission objectives.
• Command Points - These can be spent each turn to perform heroic actions and special combined actions involving several units acting at the same time. Careful use of command points will be essential to victory, as you can do most damage to your enemy with a "combined arms" approach, using the strengths of different units together to achieve powerful combination attacks.
• Faction Building - Rather than limit players to choosing a certain army list and units from that factions, we hope (subject to balance in play testing) to create a "DIY Faction" list where players can create their own corporation/government/resistance movement/mafia gang, and combine most units from any of the core factions to create a unique army, or add mercenary forces from one faction to supplement another.
l'idea della nebbia da guerra, tipica dei videogiochi, mi ispira assai! Anche il sistema misto battaglia-skirmish può essere molto interessante...