This is already kicking off to be an incredible start to a wargame!
I played a full game of SoulVoid Inc vs Meatbagz. The Meatbagz barely won, destroying Cenvex the Demon!
I should emphasize that there’s a lot of feedback here to go through, but all-in-all I genuinely do think this holds a lot of promise! Obviously, just cherry-pick what you personally think would work for the game.
Positives
Incredibly jam-packed with flavour! The “Why are we fighting” table is gold.
The amount of items and variety is already incredibly promising.
Love the open nature of it, and how easily it slots into the RPG! At one point, one of the employees of SoulVoid Inc threw a MeatBagz ganger into a Corpse Heap using his “Bury” skill, which was very memorable.
Fallout effects are also great - SoulVoid Inc was able to teleport 3 guys directly into a corpse heap!
Wording Issues
It’s currently unclear if you can pick the same minis each time it’s your turn.
There should be an (at least default) win condition (or multiple scenarios - see Suggestions)
In the interaction with items section, it’s unclear if the +5 only applies to items that are not weapons (During play I assumed the +5 is applied to all items used)
For the Fallout, it should be stated that the d10 starts at 10.
For “Shit Magnet”, it is unclear if adjacent creatures can move away beforehand, thus not having to attack the adjacent creature and use their action, or if they MUST attack the creature before having to move away.
Suggestions
Even just a few specific scenarios beyond “Kill everyone else” would be great - there is an awesome “Why are we fighting?” table that can be easily expanded. It might also be an opportunity to encourage more interaction with terrain.
A simple way to incorporate creative actions and still keep the rules-lite nature of it may to use the advantage (Flip the d100) system from Cybermetal. I would personally suggest being able to choose between damage + effect OR getting advantage for a creative action.
Fallout is a bit difficult to constantly keep track of - a better approach may be to make it just happen on Crits, since those are especially unique rolls (or, if you want to up the chance, on a roll of Crit/1/100)
Allow for gang up advantages. Given that this is primarily a melee-focused game, making positioning matter more is important
In the same vein, diving charges, push-backs and falling are all worth considering!
Games tend to go on for a while. A turn limit can help.
I would personally lower (maybe even halve) all the HP - Characters feel a bit too tanky, and there’s a bit too much tracking for my liking in that regard (though I share similar complaints with other wargames - this is a very personal preference).
Moving after causing damage is really good and fun. I also like being able to take Damage meant for another within TW. However, the other two abilities feel a bit weak - maybe instead of giving d5 charge to adjacent for husks, they can give it within TW? As for the Trash, it didn’t end up coming up much, but that may have just been because it was a kill ’em all scenario.
More ranged attacks might make things more interesting and varied. However, there should be a trade-off - maybe it utilizes Charge?
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Cassette tape as a unit of measure is hardcore.
This is already kicking off to be an incredible start to a wargame!
I played a full game of SoulVoid Inc vs Meatbagz. The Meatbagz barely won, destroying Cenvex the Demon!
I should emphasize that there’s a lot of feedback here to go through, but all-in-all I genuinely do think this holds a lot of promise! Obviously, just cherry-pick what you personally think would work for the game.
Positives
Wording Issues
Suggestions
this is so dope, thank you! Tons of great feedback here to digest
HELL YEAH