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Subject: pnp prototype: guerilla commando rss

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Chord Commander
Germany
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Hi all,

here i would like to introduce guerilla commando, a PnP strategy boardgame with paper figures i designed during the last two years.
First of all i'll post some basic information and core concepts of the game and i would like to know if anybody here is interested in playtesting. In this case i will try to translate rules, which until now only exist in german and cards!Also general feedback to the core concepts would be very nice, maybe you could name problems you expectto apear with the mechanics. Until this point I playtested only with good friends, so other opinions are very important for me right now!

Visit http://guerilla-boardgame.jimdo.com/ for grafic impressions of the game please! Also some feedback of grafic design would be appreciated. Most of the components on the page are black and white but i'm working on a colored version which will be available in a few weeks for playtesting!

The language of the site is in German but on the starting page and on "fotos" you find some pictures of unit cards, units and terrrain.

In the following you find the core concepts. If you dont' understand the points, maybe due to my poor english feel free to ask.

Guerilla Commando ist a turnbased conflict-simulation in a postapocalyptiv setting for 2 or more players older than 14 years. Both players field an army, which is composed of 7-10 units, which the players choose each on a gridded board. Smart maneuvering their units and using weapons and special abilities both players try in consecutive turns to accomplish missions, which in the easiest case is the complete termination of the opponents units. One game of Guerilla Commando lasts between 1 and 2 and a half hours.

Units on the board are represented by paper figures. Every unit comes with a statcard which contains all important stats for playing.


What is the difference between Guerilla Commando and other games of this type?

1. Material: It’s a print and play game, which means all units, unitcards the board and terraintiles can be downloaded for free. Some cutting, gluing and assembling gives you a very nice looking strikeforce! (check website!) I chose a comic like design for the units, which makes the setting less serious thean it might sound...

2. The Rules
The following characteristics make guerilla commando one of the most fun to play strategy boardgames in my opinion:

- turnorder: Guerilla Commando features an innovative mechanic to determine turnorder: you determine the exact phase of the turn (out of 7), in which your units are going to take action at the beginning of each turn. For that, both players assign their units to 7 phases in which one turn is divided, and which are fulfilled later in order. Some units like fast infantry units are more flexible can be assigned to each of the 7 phases while heavy units are bound to only some or only one phase they can be assigned to. This creates the effect, that heavy units, which generally have stronger weapons can be outmaneuvered by light units because you can decide every round if your light unit acts before or after your opponent heavy units. Note that during one turn both players first activate all units they assigned to the first phase, then all units which were assigned to the second phase are activated by both players and so on!

- there is no random element like cards or dice in the game, you don’t have to rely on luck- it’s really tactical and there is a lot of decision!

-really fast and deadly gameplay


- rules are easy to learn and logical, you find easy to pick up symbols on all components (like terrain and unitcards), that explain how the component works in the game

-the damage system is very neat and kept simple, effects of attacks are determined by a look on the weapon part of your units status card. Depending on the attacked unit-type (for example if its a tank, aircraft or infantry unit), there are two stats for damage: for example assault attacking light infantry:2/4 or sniper rifle attacking light infantry 1/4. The stat tells you directly, how much wounds the attacked unit suffers, with a certain amount of wounds a unit is destroyed.
The first stat is used for "normal attacks", when the attacking unit does something else in the turn beside attacking (for example move and attack), the second stat is used for units concentrating on attack ("concentrated attack").
As you notice some weapons like the assault rifle are good for moving and shooting while a sniper rifle is only effective when the unit stays in position during attack and concentrates.
If a unit is in cover effects of concentrated attacks are reduced to norma attack effects and normal attack effects are reduced to 0.

Note: Generally a unit which is activated may choose two actions out of the following: Attack, Defend, Move, Special in every order and combination. If one actiontype is chosen twice the result is allways a "concentrated action" and in most cases the effect of the action gets stronger (for example: more movement (movementvalue of units also is written as statpairs, for example 2/4 for light infantry or 2/6 for helicopter)) or more damege while attacking

- gridded board: there is no measuring and determining LOS is really easy.

- all playable factions (until now: New Nation Rebels (human soldiers) and Sk'ytch: humanoid mutated rats with ninja-style units) end even the units within the factions play very different, because of the combination of different weapons, different initiative (which determines the turn-phase the unit can be assigned to) different hitpoints, movement and special abilities

-units can interact with special terrains, for example the radio tower which allows radio scrambling and changing the phases your opponents units are assigned to (you can destroy your opponents plans with that very effectively), ammunition crates which allows you to change your units weaponry and much more.

-there are missioncard which increase replayability of the game!

Thanks for your time and interrest!

chordcommander









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Nate K
United States
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This looks really cool! I like the cartoony style of the army units.

Gameplay sounds interesting. I'd like to hear more about turn sequences. It sounds like a lot of the strategy will come from manipulating turn order and using your different units in the correct sequence.

Are there just two factions right now? And do you plan on creating more?

(Side note: I really need to brush up on my German. I got a rough understanding of most of the webpage, but six years ago I could have translated the whole page without hardly consulting a German/English dictionary.)
 
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Chord Commander
Germany
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thanks for your reply!

OK,I try to give you an example of turn sequence:

First Part of the turn is planning: both players assign all their units to seven phases of this turn: -3,-2,-1,0,1,2,3
you can assign as many units to the same phase as you want to but there is one restriction: every unit has an iniative-value between zero to three and may not be assigned to a phase exceeding this value (no matter if its - or +)

so for example a tank which has iniative 0 must be assigned to phase 0, a heavy infantry soldier squad with iniative 2 to -2,-1, 0,+1,+2
and light infantry may be asigned to all 7 phases.
This is done secretly by both players.

Next Step is activation.
Activation starts in phase -3. Now both players activate all units they assigned to -3, taking tunrs, they can choose which unit assigned to this phase they activate first (tie: the player activates who didnt activate the last unit...). if only one players assigned units to -3 he may activate all of them in any desired order
activation means taking two actions (for example move and attack, or attack-attack)
Now the same happens with phase -2 and so on.

Example situation: i got one heavy infantry squad (ini 2), you got a tank (ini 0). You got much stronger weapons, but what i can do is assigning my squad in first turn to phase +1. Im going to activate after your tank (which must be assigned to phase 0). I now can react to your tank-activation, and move out of cover and shoot for example. next round i assign my heavy squad to phase -1 (your tank is again on 0 - you don't have no choice)
I can have another shoot now in phase -1 and move back to cover.
You see how the system works outmaneuvering bigger units with smaller units. Now imagine you in addition have a light infantry squad (INI 3) with taserweapons (a special ability that you can use on my squad and which has the effect, that i cant move my squad during my next activation ot it.! you could put it on phase -3 and pin my squad down and have a free shoot with your tank

i hope you get my point!


I plan on two more factions:

-ork space pirates, using zeppelins with kamikazetorpedos, steampunk style helicopters, and parachute units

- another human faction, which is tecnically higher developed (in the gamestory a treacherous group of elites (scientists, politicians and so on) secrtely built spaceships to escape to space when the atomic war started and now after a lonng time their coming back because they need a mineral from planet earth as fuel for their speceships - and guess what are not really welcomed by the humans on earth which they abandoned to their fate before...)

both factions are going to be more difficult to play (the allready existing ones are more similair with more allround-units, except that the rat-faction is faster, more fragile and better in closed range combat )
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Nate K
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BoardGameGeek » Forums » Board Game Design » Board Game Design
Re: pnp prototype: guerilla commando
That makes sense. Very cool way to handle initiative. And the ork space pirates sound like fun!
 
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