play balancing system for aag games v1.0.7

9
 BETA VERSION!! ©Ambush Alley Games, 2011 1 Play Balancing System for AAG Games The purpose of the following rules is to provide players of Ambush Alley Games’ Tomorrow’s War  and F o r ce o n F o r ce  with a quick method of “balancing” scenarios. It is not intended for use to create competitively balanced forces for tournament play, but rather to allow players to eyeball the balancing of scenarios they’ve designed themselves or to quickly put together evenly matched for ces for an off-the-cuff pick-up game. The section on artillery and air-strikes is still in a rough state, so please excuse the raw edges. A Microsoft Excel Force Building spreadsheet is included with this write-up of the balancing system. This system is currently in be ta te sti ng  and all feed-back, criticism, corrections, and/or suggestions are welcome! Infantry Units Basic Infantry Unit Characteristics Points per Figure  for Troop Quality (REFERRED TO AS TQ VALUE or TQV) TQ Die Type Point Value D6 3 D8 5 D10 7 D12 10 Points per Unit  for Morale Morale Die Type Point Value D6 3 D8 5 D10 7 D12 10 Points per Unit for Supply Level Armor Type TQ D6 TQ D8 TQ D10 TQ D12 Poor -3 -5 -7 -10 Abundant 3 5 7 10  No extra cost for Average Supply Level Points per Unit for Confidence Level Armor Type TQ D6 TQ D8 TQ D10 TQ D12 High 3 5 7 10  No extra cost for Low or Average Confidence Points per Unit for Grid Enabled Units Support Weapons & Body Armor The point cost of each support weapon in a unit must be determined separately and added to the unit’s overall cost. Points per Weapon by Troop Quality Points by Support Weapon Class TQ D6 TQ D8 TQ D10 TQ D12 Light 3 5 7 10 Medium 6 10 14 20 Heavy 9 15 21 30 Points for AT Values of Weapon (cumulative with points above) AT Class TQ D6 Light AT Value x 1 Medium AT Value x 2 Heavy AT Value x 3 Special AT Value Point Cost Modifiers for Missiles AT Class TQ D6 Ignores 1D ERA +3 Ignores 2D ERA +6 Fire & Forget +7 Deck Attack +10 Additional Cost for Advanced Weapon Systems Weapon System Advanced Ballistic Weapon System +TQV Laser Weapon System +TQV Gauss Weapon System +TQV+1 Energy Weapon System +TQV+2 Grid TL Cost +1 15 +2 25 +3 35

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Page 1: Play Balancing System for AAG Games v1.0.7

5/13/2018 Play Balancing System for AAG Games v1.0.7 - slidepdf.com

http://slidepdf.com/reader/full/play-balancing-system-for-aag-games-v107 1/9

 BETA VERSION!! ©Ambush Alley Games, 2

1

Play Balancing System for AAG Games

The purpose of the following rules is to provide players of Ambush Alley Games’ Tomorrow’s War and Force on Force with a qmethod of “balancing” scenarios. It is not intended for use to create competitively balanced forces for tournament play, but rathe

allow players to eyeball the balancing of scenarios they’ve designed themselves or to quickly put together evenly matched for ces

an off-the-cuff pick-up game.

The section on artillery and air-strikes is still in a rough state, so please excuse the raw edges.

A Microsoft Excel Force Building spreadsheet is included with this write-up of the balancing system.

This system is currently in   beta testing and all feed-back, criticism, corrections, and/or suggestions

welcome! 

Infantry Units

Basic Infantry Unit Characteristics

Points per Figure for Troop Quality (REFERRED TO AS

TQ VALUE or TQV)

TQ Die

Type

Point

Value

D6 3

D8 5

D10 7

D12 10

Points per Unit for Morale

Morale

Die Type

Point

Value

D6 3D8 5

D10 7

D12 10

Points per Unit for Supply Level

Armor Type TQ D6 TQ D8 TQ

D10

TQ D12

Poor -3 -5 -7 -10

Abundant 3 5 7 10

 No extra cost for Average Supply Level

Points per Unit for Confidence Level

Armor Type TQ D6 TQ D8 TQD10

TQ D12

High 3 5 7 10

 No extra cost for Low or Average Confidence

Points per Unit for Grid Enabled Units

Support Weapons & Body ArmorThe point cost of each support weapon in a unit must

determined separately and added to the unit’s overall cost.

Points per Weapon by Troop QualityPoints by Support

Weapon Class

TQ

D6

TQ D8 TQ

D10

TQ D

Light 3 5 7 10

Medium 6 10 14 20

Heavy 9 15 21 30

Points for AT Values of Weapon (cumulative with po

above)

AT Class TQ D6

Light AT Value x 1

Medium AT Value x 2

Heavy AT Value x 3

Special AT Value Point Cost Modifiers for Missiles

AT Class TQ D6

Ignores 1D ERA +3

Ignores 2D ERA +6

Fire & Forget +7

Deck Attack +10

Additional Cost for Advanced Weapon Systems

Weapon System

Advanced Ballistic

Weapon System

+TQV

Laser Weapon

System

+TQV

Gauss Weapon

System

+TQV+1

Energy Weapon

System

+TQV+2Grid TL Cost

+1 15

+2 25

+3 35

Page 2: Play Balancing System for AAG Games v1.0.7

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2

Support Weapon Tech Level Modifier

TL Modifier 

TL1 N/A

TL2 X2

TL3 X3

Points for Body Armor, per Unit, by TQ

Armor Type TQ D6 TQ D8 TQ

D10

TQ D12

Light 3 5 7 10

Medium (Hard) 6 10 14 20

Heavy (Power) 9 15 21 30

TL Modifiers 

TL1 N/A

TL2 X2

TL3 X3

Leaders  Regular units do not need to pay extra points for their

attached leader (i.e., fire team leaders have no extra

cost)  Irregular forces must expend points for every leader

in their force

  Point cost for a leader is determined in the same

manner as a unit

  Negative Leaders do not cost more or less than

normal leaders

  Positive Leaders require extra points based on their

positive value (see Positive Leader Points table)

Positive Leader Points

 AttributesCosts are per unit unless otherwise noted.

 Items highlighted in blue are Tomorrow’s War Attributes. 

Unit Attributes Point Cost

Active Trauma Treatment 15

Active Trauma Treatment

Nanites 15

Advanced First Aid

Training (ALS) 10

Advanced Sensors

Animosity 0

Augmented Senses 5

Callous 5

Cannibal 0

Cavemen CASEVAC 10

Designated Marksman (DMR) 10

Despised 0

Elusive 10

Forward Observer (FO) 10

Hard to Kill - D10 25/per figure

Hard to Kill - D6 15/per figure

Hard to Kill - D8 20/per figure

Hungry 0

Indigenous Scout 10

Inspiring 10

Interpreter 5

Intimidating 10

Jump Troops 15

Medic 10

Medic Bot 15

Military Working Dog (MWD)

Teams 10

Mounted Cavalry 10/per figure

Mounted Unit 5/per figure

Natural Weapons 10/per figure

Natural Armor 5/per figure

Old School 10

Pointman 10

Poor Initiative 0

Skeletal Augmentation 5/per figure

Sniper and Sniper Teams 15

Stealthy 10

Terminal Air Controller (TAC) 10

Weapon Teams 10

Leader Value Morale

D6

Morale

D8

Morale

D10

Morale

D12

+1 3 5 7 10

+2 6 10 14 20

+3 9 15 21 30

Page 3: Play Balancing System for AAG Games v1.0.7

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3

Vehicles

 Designer’s Note 1: We feel that the costs for vehicles may be

a bit too high. Please let us know what you think!

 Designer’s Note 2: I’m sure this is obvious to everyone, but

  just for the sake of clarity: The point cost of vehicles is

meaningless if the force opposing them has no means to

destroy them.

Players will have to use some common sense in ensuring that

there is some balance of AT capability vs. AFVs available.

There’s really no way (short of fixed army lists) “program”

this into the play balance system.

So, either make sure that both sides have a vehicle mix that is

roughly equivalent and/or give infantry units plenty of man-

portable AT capability. Otherwise tanks or even armored cars

will roll right over infantry units  – which is pretty realistic, but

not necessarily fun to play.

Crew CharacteristicsAFV crews are not normally equipped with body armor and if 

they are it will be Light Armor. They are normally armed with

pistols or SMGs. The cost of these items is assumed in the cost

of the crew itself.

Points per Vehicle for Troop Quality

TQ Die

Type

Point

Value

D6 9

D8 15

D10 21

D12 30

Points per Vehicle for Morale

Morale

Die Type

Point

Value

D6 3

D8 5

D10 7

D12 10

Points per Vehicle for Grid Enabled Vehicles

Vehicle ArmorPoints per Armor Die, per Facing, by TQ

TQ D6 TQ D8 TQ

D10

TQ D

Points per Die 3 5 7 10

Additional Points per Vehicle for Special Armor Types

Special Armor

Advanced

Conventional

10

Energy

Resistant

10

Laser Resistant 10

Vehicle Armor Tech Level Modifier

TL Modifier 

TL1 N/A

TL2 X2

TL3 X3

CRAM (Counter Rocket/Artillery/Morta

SystemSome vehicles mount individual CRAM systems that prov

protection for the vehicle itself or for the local area.

TL of CRAM TQ D6 TQ D8 TQ

D10

TQ D

TL1 3 5 7 10

TL2 6 10 14 20

TL3 9 15 21 30

Vehicle WeaponryThis section is used to determine the point cost of veh

mounted weapons such as main tank guns or missile syste

The point cost for vehicle mounted support weapons, suc

coaxial MGs, grenade launchers, heavy MGs, etc.,

determined in the same manner as infantry support weapon

Points per Firepower Die for Weapons by Troop Qualit

Points per AP

Firepower

TQ

D6

TQ D8 TQ

D10

TQ D

AP Firepower x3 x5 x7 x1

Points for   AT Value of Weapons (cumulative w

Firepower points above)

AT Class TQ D6

Light AT Value x 1

Medium AT Value x 2

Grid TL Cost

+1 15

+2 25

+3 35

Page 4: Play Balancing System for AAG Games v1.0.7

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4

Heavy AT Value x 3

Special AT Value Modifiers for Missiles

AT Class TQ D6

Ignores 1D ERA +3

Ignores 2D ERA +6

Fire & Forget +7

Deck Attack +10

Additional Cost for Advanced Weapon Systems

Weapon System TL1 TL2 TL3

Advanced Ballistic

Weapon System

3 5 7

Laser Weapon

System

3 5 7

Gauss Weapon

System

3 6 8

Energy Weapon

System

3 6 10

Weapon Tech Level ModifierTL Modifier 

TL1 N/A

TL2 X2

TL3 X3

Vehicle ClassVehicle Class Modifier

Vehicle Class Modifier

Soft Skin 0

Light +25 pts.

Medium +50 pts.

Heavy +100 pts.Gigantic +300 pts.

Special Vehicle Movement Modifier

Special Vehicle Movement Modifier

Movement Modifier

Pop-Up

Capable

x 125%

NOE Capable x 150%

Flight

Capable

x 200%

Vehicle Attributes

Costs are per vehicle unless otherwise noted.

 Items highlighted in blue are Tomorrow’s War Attributes. 

Vehicle Attributes

Point

Cost

Active Point Defense (APD) 10

Active Protection System

(APS) 110

Active Protection System

(APS) 215

Advanced Armor (FORCE ON FORCE ONLY,

not used in Tomorrow’s War) 15

Advanced Conventional Armor 10

Advanced Optics/Sensors 5

Amphibious 5

Anti-Personnel Grenades 5

Anti-Vehicular Melee Weapon (Walkers Only) 15

Artificial Intelligence (AI) 10

Back-Up AI 10

Bar Armor 10

Countermeasures 10

Deathtrap 0

Detonation Field (DF) 15

Energy Resistant Armor 10

Enhanced Fire Control 10

Explosive Reactive Armor (ERA) 10

Fire-or-Move 0

Gigantic 50

Hardened 15

Heavy Hitter 15

IED Countermeasures 10

Improved MGs 10

Laser Resistant Armor 10

Lifesaver 10

Light for Class 0

Mine Resistant

Obsolete or Poor Armor 0

Remote Control 10

Page 5: Play Balancing System for AAG Games v1.0.7

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5

Restricted Arc of Fire 0

Safe Haven 10

Slow Firing Weapon 0

Slow Turret 0

Smoke Dischargers 5

Stealth - TL1 10

Stealth - TL2 15

Stealth - TL3 20

Technical 0

Up-Armored AFV 25

Up-Armored Soft Skin 10

Page 6: Play Balancing System for AAG Games v1.0.7

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6

Bots

Points per Bot by Type

TL1 TL2 TL3Dumb Bot 6 10 14

Smart Bot 9 (If 

allowed by

your

background)

15 21

Bot WeaponryPoint cost for weapons mounted on Dumb Bots is determined

in the same manner as infantry support weapons. The TQ used

to determine the weapon cost is based on the TL of the Bot.

Point cost for weapons mounted on Smart Bots is determinedin the same manner as infantry support weapons. Smart Bot

Troop Quality will be either D8 or D10

 Dumb Bot TQ

Tech

Level

Dumb Bot

Troop

Quality

TL1 D6

TL2 D8

TL3 D10

.

Bot AttributesBots use the same Attributes as Infantry Units and at the same

costs.

Page 7: Play Balancing System for AAG Games v1.0.7

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7

Drones

Point Cost per Drone by Tech Level

TL1 TL2 TL3

Small Drone(Dumb) 22 30 38

Small Drone

(Smart)

28* 40 52

Tiny Drone

(Dumb)

28 50 52

Tiny Drone

(Smart)

37* 55 73

Distributed

Drones

100** 150** 200

Aerial Small or

Tiny Drones

Cost x2 Cost x2 Cost x2

*In the Tomorrow’s War setting, these drones aren’t available

until TL2.**In the Tomorrow’s War setting, these drones aren’t

available until TL3.

Drones can be given Unit Attributes, such as Chameleon, at

the normal cost.

Page 8: Play Balancing System for AAG Games v1.0.7

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 Available Artillery or Air Strikes

 Artillery

Point Cost by Salvo Type and Tech LevelSalvo Type

Available

TL1 TL2 TL3

Light Mortar 27 45 62

Medium

Mortar

56 88 120

Heavy

Mortar

132 204 276

Light

Artillery

168 264 360

Heavy

Artillery

288 448 608

Heavy

Artillery(AT)

312 472 632

Missile

Salvo

480 720 960

Cost equals normal weapon cost x radius size

Operational CRAM

TL of CRAM

TL1 30

TL2 60

TL3 90

CB (Counter Battery)TL of CB Cost

TL1 300

TL2 600

TL3 900

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 AirstrikesThe cost of a potential airstrike is equal to the cost of its most

expensive attack type.

The cost of an airstrike attack type equals:

Weapon Cost (determined in the same manner as vehicle

weapon costs) * Attack Radius / 5. Strafing Runs are treated

as having an Attack Radius of 10”. Multiply the result by 1.5

for Multipurpose Cluster Munitions.