First pass at… Military

From my understanding of the game, I feel that the game revolves around the world map. Also, moving dudes around a map is “the easiest part to design”. Perhaps...

Also, I recruited a friend of mine who is a fan of wargames and I knew he’d be pumped to design his own. 

He and I met in my war room to design and we got through the conventional troops portion of the design. Our mantra was “design for simplicity”. Also I had it in the back of my mind that ground/sea troops are not as “important” as interceptors so it needs to be cheap as well as easy. 

We had some debates on whether to have both ground troops and fleets, or just ground troops (thinking about transportation rules across oceans etc.) In the end we decided on both but not having fleets needed to transfer ground troops across ocean spaces. We also decided on some basic die rolling combat using different types of dice for different strength units. And we decided that a difference in dice rolls would correspond to damage done (kinda) with ties going to the defender. We hashed out movement costs, knowing full well that costs might have to be completely redesigned once I’d worked out costs for other game elements. 

We used the same basic map from the other WTS versions but split up some ocean spaces. 

And that was all we managed in the 2-3 hours we hung out for. Interceptors will be next, although I predict for the rules, we’ll do something similar to conventional troops. 

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First pass at… United Nations

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Watch The Skies: The Idea