Author Topic: SDMIS Beta - It's only 18 months late.....  (Read 1234 times)

Offline Moley

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SDMIS Beta - It's only 18 months late.....
« on: March 26, 2011, 01:36:05 AM »
I get the feeling when the guys from Hasslefree read this I may be getting a boot up the arse but in my defence I've had a very unfun time of the last 18 months and I've finally managed to dig myself out of all the malarky that's going on.

But enough excuses. I'm looking for something very simple from this forum. My usual playtest group has gone off and become all professional in the "real world" and now apparently don't have time to play with toy soliders any more. So I'm opening it up to all and sundry to take part in the playtest of SDMIS's Beta. I'll answer the most common questions below and go from there:

What is SDMIS?
SDMIS is a skirmish game using only the miniatures avaiable from Hasslefree. Predominately the Grymm minis, cause I've always had a soft spot for dwarves, and their wibbly nasties. Play is designed to be quick and allows for different pointed armies to play each other easily. So if you like a particular army no need to bulk it out or slim it down to play another person, just take it along.

Different pointed armies? How does that work?
Essensially the game is played in two halves. The first player controls the Grymm and the second player controls the nasties in the first game. The more resources the Grymm player makes it away with the more points they score, the more Grymm the nasties kill the more points they score. Then in the second game the players switch.

This requires each player to have one of each faction to play with and after comparing points the player with the lower number of points receives the difference in "gryt" points which can be used in a number of ways to tactical advantage. Of course this doesn't mean that taking an essessively large or small army will help you, too big and your opponent will be rocking enough gryt to out manuver and stymie you, too small and while those 3 guys maybe rockstars it doesn't help when a Jotun lights you up with an Armour Peircing Chaingun, so as with all good games balance is the key.

So what makes this game unique?
If I'm honest pretty much nothing in the game is too unique. It borrows from many systems and refines them, I hope, allowing for smooth familiar gameplay without too much trouble to teach. I'm not expecting this to become peoples #1 game of choice, just a fun sideline to play when you're bored with friends.

In terms of what sort of stuff is in the game it's all pretty standard; stat cards, Action-Reaction-Systems, multiple order systems, asset management, reroll and dice boosting effects, keywording effects, squad orgainisation and management, card based movement and a few other things which streamline and smooth out play without being overly clunky.

Which of Hasslefree's minis does this use?
For the Beta the entire Grymm range other than Geezer, Torsten, the Pilot and the Jumppack conversion kit. Everything else will be at the very least statted and playable. This gives plenty of options for force composition without using minis that require exceptions.

For the Nasties it currently stands at the following: All 3 Kiergi, the Lesser Mawe, Mesaan Grunts, Boss Mesaan, Mawes, Ieuan the space elf, All the Bohkin, the Druuschan Stryker, the Drones and the big man himself the Jotun. It allows for all kinds of crazy stuff to happen but encourages focused building to get the best effect. Not that my old playtest list of 5 Jotuns was bad.......

So what will I need for to play?
Around 3-12 Grymm and around 3-12 Nasties in terms of miniatures.
Some printed out statcards and prolly the rules as well.
A 2'x2'-3'x3' table to play on.
A sheadload of terrain or a whiteboard marker to draw on the table.
Some counters and d6s.

So we've established that the game exists so who are you?
Well I'm Moley. I'm a student in my final year at Teesside uni, I'll be heading off down the country to work as a games developer in a few short months and I've been making games for many years now. Mostly CCGs and RPG stuff but I'm known to do the odd minis game thing from time to time.

I do tend to forget things or get distracted by the shiny and seem to be cursed when it comes to bills and spare cash but other than that I am known with my circle of designer friends for having a good mind for balancing and gameplay so this is my first attempt at a real public beta of a game I've been working on. Mostly I just do stuff with other developers I'm working with or with my usual playtest monkey groups.

I'm looking to get the playtest finished by Mid-September and then hand the completed rules over to Hasslefree along with some spangly nice art as well for them to do with what they wish.

Why should we care? I could just play 40k.
There's nothing in the world that I can do to MAKE you care about this game but I'd like to think that having a range of miniatures that you can use in a specific game is much more satisfying than just having the mini's for the sake of pretty.....then again this is the man who once bought the entire range of Wolfen and Griffons without speaking a word of french. Oh and helldorado, and that japanese mechgame, and that korean historical game and.......yeah.

So what do I need to do?
It's easy. Email me at molehilldesigns@gmail.com and include "SDMIS Beta" in the title and I'll email you over the current playtest version of the rules. Play it a little, make some notes and send it back and I'll incorporate/rebalance sections before sending it on back to you lovely people. It's as simple as that.

I'll also be popping into this thread from time to time to answer questions and the like if people are having difficulties with any sections of the rules or are just curious. Please note that the current working version is very rough and some things may not be written out too clearly. Also I'm currently part way through writing my dissertation on "The Effects of Rules Complexity on Gameplay Within Multiplayer Games." and as you can imagine it's gripping stuff so the beta stuff will be sent out after the 8th of April at the earliest.

Thanks for your time and I hope we can get something good made from this.
----
From Moley
(Game Builder Monkey)
Game: A series of interesting choices.

Offline Moley

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Re: SDMIS Beta - It's only 18 months late.....
« Reply #1 on: March 26, 2011, 02:26:52 AM »
So people have some idea of what to expect from a force I'll post up 2 example forces 1 for Grymm and 1 for Nasties.

Grymm Force:
Leader:
Krags - Assault Leader

Equipment:
Ryme Axe - Good Anti-Armour Axe
SMG - Standard Rifle, can burst fire if pushed
Concussion Grenades - Standard Grenades, can stun/pushback enemies
Assault Armour - Medium Armour

Abilities:
Gryt: 4 - Grants 4 Gryt at the start of the game
Command: 2 - Can Push up to 2 friendly Grymm within L per-turn without cost
Sturdy - Takes no damage from Pushing



Trooper:
Erik - Assault Trooper

Equipment:
Twin "Blatter" Pistols - Light Pistols
Light Armour - Allows for greater mobility at cost of armour

Abilities:
Mobile - Moves L and Runs L,S. Can exit combat without Pushing
Gunfighter - May use ranged weapons in combat without Pushing



Trooper:
Agnar - Assault Trooper

Equipment:
Twin "Blatter" Pistols - Light Pistols
Light Armour - Allows for greater mobility at cost of armour

Abilities:
Mobile - Moves L and Runs L,S. Can exit combat without Pushing
Gunfighter - May use ranged weapons in combat without Pushing



Trooper:
Pjotir - Heavy Infantry

Equipment:
Pulse Rifle - Heavy Rifle can Burst Fire if Pushed
Knife - standard combat weapon
Heavy Enviroment Suit - grants heavy armour and immunity

Abilities:
Immunity: Radiation, Toxin, Flame - Immune to Radiation, Toxin and Flame effects
Slow - Must Push to Run, cannot Run and Shoot



Trooper:
Khyli - Light Infantry

Equipment:
SMG - Standard Rifle, can burst fire if pushed
Knife - standard combat weapon
Assault Armour - Medium Armour

Abilities:
Burst Fire - Does not need to Push to Burst Fire if stationary



Trooper:
Kurt - Light Infantry

Equipment:
SMG - Standard Rifle, can burst fire if pushed
Knife - standard combat weapon
Concussion Grenades - Standard Grenades, can stun/pushback enemies
Assault Armour - Medium Armour

Abilities:
Grenadier - Does not need to push to move and use grenades



Specialist:
Merck - Light Machine Gunner

Equipment:
LMG - Light Support weapon
Assault Armour - Medium Armour
Knife - standard combat weapon

Abilities:
Burst Fire - Does not need to Push to Burst Fire if stationary
Suppressing Fire - Any enemy entering a card area makes a D roll or takes damage
Slow - Must Push to Run, cannot Run and Shoot



Specialist:
Antar - Grenadier

Equipment:
Grenade Launcher
Concussion Grenades - Standard Grenades, can stun/pushback enemies
Pyro Grenades - Sets enemies on fire, can create a card area which can set enemies on fire
Breecher Grenades - Armour peircing grenades
Assault Armour - Medium Armour

Abilities:
Grenadier - Does not need to push to move and use grenades
Mobile - Moves L and Runs L,S. Can exit combat without Pushing



Elite:
Stondraeg - Sniper Sergent

Equipment:
Mk 22 Sniper Rifle
Light Armour - Allows for greater mobility at cost of armour

Abilities:
Sniper - Ignores other models for drawing LoS
Precise Aim - Changes B and R rolls to D rolls
Command: 1 - Can Push up to 1 friendly Grymm within L per-turn without cost
Slow - Must Push to Run, cannot Run and Shoot



Nasties Force:[/u]
Leader:
Dave - Boss Mesaan

Equipment:
Giant Claws - I'll let you figure this one out on your own.....

Abilities:
Hive Mind - All other Hive Mind units are considered to be in range of Command regardless of distance
Command: 3 - Can Push up to 2 friendly Mesaan within L per-turn without cost
Sturdy - Takes no damage from Pushing
Mobile - Moves L and Runs L,S. Can exit combat without Pushing
Unstoppable - Cannot be Knocked Down or Stunned
Regenerate: 12 - Forfit all actions this turn and roll over Regeneration to Heal the difference



Trooper:
Steve - Mesaan Grunt

Equipment:
Giant Claws - I'll let you figure this one out on your own.....

Abilities:
Hive Mind - All other Hive Mind units are considered to be in range of Command regardless of distance
Sturdy - Takes no damage from Pushing
Mobile - Moves L and Runs L,S. Can exit combat without Pushing
Regenerate: 15 - Forfit all actions this turn and roll over Regeneration to Heal the difference



Trooper:
Bruce - Mesaan Grunt

Equipment:
Giant Claws - I'll let you figure this one out on your own.....

Abilities:
Hive Mind - All other Hive Mind units are considered to be in range of Command regardless of distance
Sturdy - Takes no damage from Pushing
Mobile - Moves L and Runs L,S. Can exit combat without Pushing
Regenerate: 15 - Forfit all actions this turn and roll over Regeneration to Heal the difference



Specialist:
Quincy - Jotun

Equipment:
Violator Tentacles - Scary anti-trooper weapons, can Ensare, Drag and Knockdown opponents
Brimstone Flamer - All figures within 2 cards are set on fire, ignores cover

Abilities:
Berzerk - Must engage enemy units on sight
Sturdy - Takes no damage from Pushing
Mobile - Moves L and Runs L,S. Can exit combat without Pushing
Unstoppable - Cannot be Knocked Down or Stunned
Loner - Cannot be the target of friendly abilities
Gigantic - Make use R in the place of D
----
From Moley
(Game Builder Monkey)
Game: A series of interesting choices.