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20x20 mission system for Code 1

Discussion in 'Rules' started by prophet of doom, May 25, 2020.

  1. prophet of doom

    prophet of doom Well-Known Member

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    If the missions provided in the Code 1 rulebook are already getting old, you may want to try these 20 missions I have come up with. You can find the Code One version of my 20x20 mission system for Infinity N3 by clicking the following link:


    https://drive.google.com/file/d/1gKcSV0Q9VErki2GU4d7Yf7I0r8JBW0Jz/view?usp=sharing

    As usual, comments and feedback are very welcome.

    I am hoping to read some excellent battle reports, they are the highlight of writing mission systems
     
    #1 prophet of doom, May 25, 2020
    Last edited: May 30, 2020
  2. prophet of doom

    prophet of doom Well-Known Member

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    The document will get updated if necessary. If that happens, I will change the version number.
     
    #2 prophet of doom, May 26, 2020
    Last edited: May 30, 2020
  3. CabalTrainee

    CabalTrainee Well-Known Member

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    Thanks for the work. I love the 20x20 system.
     
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  4. prophet of doom

    prophet of doom Well-Known Member

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    I'd really appreciate it if someone could read through the text and point me to things that are hard to understand or flawed rules.
     
  5. Vocenoctum

    Vocenoctum Well-Known Member

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    While I understand it's a known thing among N3 players, as a new player (which will probably be a lot of Code1 players), it'd be nice to get a brief idea of what "20X20 mission system" even is. I haven't read it yet, since doing other things atm.
     
  6. Mahtamori

    Mahtamori Well-Known Member

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    Edit: a few initial reflections.

    Mission type is the first to be rolled, but mission variable is the first explained.

    Mission variables are also harder to understand and put into context before missions types are known. I know they are shorter to write than the actual missions, but why is it significant to have an ammo crate on the centre line?

    Civilians on the battlefield seems fun, but since they differ from official rules you may want to clarify if they obstruct more than just templates - do they block LOF? Will they prevent certain actions if they get into BTB?
    Hell, maybe if you want them to really be a nuisance they can be a saturation zone if *any* LOF is of an attack is blocked by them :p
    (I actually like this rule if you can't tell)

    Expertise in Leadership seems outdated now that we have even more Strategos LTs, NCOs and even LT2s. Maybe mimicking Inspired Leadership is a better idea? I.e. an LT order (that hasn't been converted using Strategos) can be use for Coordinated Orders.

    There is a fairly comprehensive introduction section that takes care of it. I haven't really had time, either, to read through in detail, so there might be more emphasis needed on explaining why 20x20 was created in the first place, but there is a good bit of explaining already in there.
     
    #6 Mahtamori, May 26, 2020
    Last edited: May 26, 2020
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  7. Vocenoctum

    Vocenoctum Well-Known Member

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    I started reading the intro, but it seemed geared towards explaining it from a perspective of someone that knew what it was. Also, not sure new players will click the link at all without a description of what it is or why they should, if that makes sense. :)
     
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  8. Mahtamori

    Mahtamori Well-Known Member

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    Slightly more indepth.

    • General layout. It's somewhat confusing that Variables comes first in the document.
    • General layout. The underline, very important, line in bullet point 2 actually made me think you deploy fully before you apply the variables. You may want to clarify what you mean with "model"
    • Objective Markers. Objective Markers are never specified their size, nor whether or how much they obscure LOF.
    • Civilians in the Field variable. The rules for Civilians have changed from N3 so the document probably need to spell out how civilians actually work.
    • Designated Landing Area variable. The skill category "Airborne Deployment" does not exist anymore, it is now a label, so you may want to call out specifically the Parachutist skill for clearing restrictions on landing in opponent's deployment zone.
    • Medical Supplies variable. Medipack should read "Medikit". Also, the relationship between being a Paramedic and having a Medikit seems to be reversed in C1 - carrying a Medikit in C1 does not seem to make you a specialist. Just FYI.
    • Repeater variable. Repeaters are excluded from CodeOne and the Hacking Area is hard-defined as "matches the Hacker's Zone of Control"
    • Minefield variable. Small nitpick, but you may want to add something like "these mines are hostile to both players".
    • Mission table sizes. Keep in mind that tables aren't a uniform size in CodeOne. You have several scenarios that don't specify what table to use as some CodeOne rulebook scenarios for 30pts play on 32x48" (length-wise) tables and others for 30pts on 48x48"
    • Exclusion Zones. Keep in mind that for low-pts games, an exclusion zone could reduce the area for forward deploying units by up to and including all areas outside the deployment zone. This is especially weird for a mission with Exclusion Zone, 15 points, and Extended Deployment Zone variable where the Exclusion Zone will dip inside the Deployment Zones.
    • Border Clash mission. Just a suggestion but maybe "+1 OP if the own Lieutenant is in the Normal or Shavastii-Embryo State state and also totally inside the opponent‘s Deployment Zone at the end of the game." so that instead of excluding each other, the two LT objectives add to each other. I just find objectives easier to tally if they're not mutually exclusive if possible.
    • Selective Killing mission. Reminder about Shasvasti.
    • Take High Ground mission. Setup has a number "2" that I don't think should be there. Also, I find the area definition a bit strange. Maybe go with a navigable scenery item's roof top, or a well defined terrain area large enough for at least one S4 miniature to fully occupy?
    • Alien Signals. I actually got too tired to follow the text at this point so I'll cap it here.
     
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  9. prophet of doom

    prophet of doom Well-Known Member

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    I think you have a good point. I fixed the first post in the thread and also the first sentence in the Introduction. Thank you.
     
    #9 prophet of doom, May 27, 2020
    Last edited: May 27, 2020
  10. prophet of doom

    prophet of doom Well-Known Member

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    Thak you for your feedback, it is much appreciated. I will go through your comments, with my replies in bold and italic. Such feedback is invaluable as it is hard to guess how someone else interprets my sentences. Flaws often go undetected in second readings.



    Nevertheless, I would be thankful for your further feedback. I will read and respond to everything you or anyone else will write and change the document as I see fit. Consider yourself a part of the project if you want.



    Thank you so much. I hope you will go through the entire text. I have already made changes due to your suggestions and updated the document. Now it has a version description on the first page so players will know whether they got the latest version.
     
    #10 prophet of doom, May 27, 2020
    Last edited: May 27, 2020
  11. prophet of doom

    prophet of doom Well-Known Member

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  12. Mahtamori

    Mahtamori Well-Known Member

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    Round two (hopefully quicker one due to employment technical reasons)

    Civilians: Block LOF, gotcha. Didn't catch that first round, but I see it now. Civvies are even simpler in N3 - they basically have no effect and block nothing. I think that for a CodeOne mission set you may want to specify whether you can move through them or not considering they don't exist in CodeOne to begin with.

    Table size: I don't quite see where table sizes are specified in the How-to-Use. It's like there's a missing line. I presume it is the area control type (slim/long table size) for all missions, but it's not quite spelled out?

    Border Clash: It's a typographical suggestion. Here's the gist of how it's written (just to check that I've read it correct):
    1. You get +2 if LT is inside enemy DZ
    2. You get +1 if LT is inside enemy table half but outside enemy DZ
    Here's the gist of how I'm suggesting that could be written to be easier to speed-read:
    1. You get +1 if LT is inside enemy table half.
    2. You get +1 if the LT is also inside enemy DZ
    I think your text is clear when you sit down and read it, but I know that when we've been playing missions and get to the scoring part or when you're at the end of a game and desperately hunt for scoring, it's easy to miss when an objective's score is negated by another objective or when an objective is conditional on another objective. It's just that I prefer all objectives to be standalone if at all possible, I guess.

    Selective Killing: Oh, right, I read it the other way and just reminded you for clarity. Not used to Normal State being directly referenced, but you are correct that this should suffice to specify the Normal State if you want to keep it concise.
    Small suggestion; maybe add partial scoring (e.g. +1 for both players) if the totals are equal?

    Take High Ground: Nice!
    Btw, are the standard terrain buildings in the CodeOne starter 3" or taller? I got my pack yesterday so haven't had time to check yet.

    Alien Signals: I couldn't say if it's hard to read, it's more that I spent a very long day in a dry lab yesterday without anything to drink so my brain was a bit fried by the point I got to it and couldn't get past the first word.
     
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  13. prophet of doom

    prophet of doom Well-Known Member

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  14. solkan

    solkan Well-Known Member

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    The Kaldstorm scenery is the same size as the Operation:Wildfire scenery/Salvora Government Complex scenery pack.

    The two big buildings are about 3.375" (85mm), the two smaller buildings about 2.25" (57 to 60mm) tall.
     
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  15. prophet of doom

    prophet of doom Well-Known Member

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    Thanks! I have adjusted the minimum height for the High Ground mission to 2 inches. I could have sworn all those buildings are 3 inches high.
     
  16. prophet of doom

    prophet of doom Well-Known Member

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    I rechecked the table size issue. It is only a half sentence in the how to use guide. I have underlined it now. I have rechecked and all my instructions are suitable for all game board sizes.

    @Mathamori: I'd be very grateful if you could also proofread the rest of the document. You have done a great job so far. If you do, please make sure you read the updated document. It is version 1.2 so far.
     
    #16 prophet of doom, May 28, 2020
    Last edited: May 28, 2020
  17. Mahtamori

    Mahtamori Well-Known Member

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    Let's see if I can pick up the slack a bit.

    • Random direction movement in general. I think there's a reason why CB dictates that a Dispersion template point towards the centre of the table as this would allow the players to set up the template, remove it, discuss, set it up, remove it, roll dice, see result, set up template again, etc etc. When the direction of the template is "any direction" there's the small issue with how a player might figure out exactly where the objective or civvie needs to go and will even without meaning to, correct the direction accordingly between rolling, viewing the result and setting the template up. Since the modern templates are evenly spaced numbers, direction shouldn't matter as long as it's a consistent direction. Yes, that's a lot of discussion for a trifling thing, but it's also a small fix :)
    • Alien Signals. As per above, how about the consistent direction for the template be for the number 1 to point along the centre line?
    • Alien Signals. Just some small input. This is reminiscient of the old mission Supply Drop (I think) from ITS 5 or 6 or something which was dropped because it seldom produced fair games. Interesting but hardly fair. So far the missions have been fairly even, but this type of mission does tend to be very swingy whenever objectives group up (which I believe random numbers tend to do).
    • Beacon Ball. I like how while the Beacon can be picked up by an enemy, that enemy does not do well to move into safety at home. May I suggest that a Coup De Grace effect of CC Attack automatically allows the attacker to pick up the Beacon?
    • Bounty Hunt. Maybe clarify that the trooper selected has to be on the table? (i.e. may not be a Combat Jumping or Parachutist Trooper).
    • Bounty Hunt. I initially missed that you pick two times each. Maybe rephrase slightly to "Each player takes turn to select one Trooper from their own army as being Wanted by the other player's forces, starting with the player who won Initiative" and "Each player takes turn to select one Trooper from their opponent's army as being Wanted by their own forces, starting with the player who won Initiative". Or a variation thereof. This is not a big deal, as you're doing this selection process when you're the least stressed and have the most concentration to read, but it might help?
    • Bounty Hunt. Most ITS missions with killing involved has a text defining what counts as "killed". Perhaps this would be good to add? CodeOne only has 4 null states (Dead, Unconscious, Embryo and Disconnected), but I assume that you're specifically looking for Dead Dead and not just Probably Dead so a straight copy pasta of the ITS lines is probably not ideal nor needed.
    • Capping it here. That's as much time as I can manage to steal atm
     
    #17 Mahtamori, May 28, 2020
    Last edited: May 28, 2020
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  18. Mahtamori

    Mahtamori Well-Known Member

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    • Markers in general. 20mm for a Marker seems odd. I think most Made For Infinity Markers are either 25x2mm or the fairly common 15x2mm version (which is made by Warsenal I think). If a Marker is made to be 25mm, a unit's base can be used instead of having to source 20mm circles which can be a hassle.
    • Scoring in general. Keep in mind that Peripherals (formerly known as Ghost: Servants) tend to cost 0.5 points and are not troopers in CodeOne. Their costs are added to their controllers, but this is easy to miss in the C1 rules and it might be an idea to note how a destroyed Peripheral adds or removes from the controller's points total for scoring purposes. (E.g. a Delta's Yudbot is pre-added to their points total while a Lambda's Yudbot is purchased separately and is not combined automatically)
    • Escort Warcor. Same as in other missions; maybe consider progressive score tally so you don't have to do exceptions on each line, so +1 for making it out of DZ, +3 for making it across middle line, +2 for making it to the opponent's DZ and +1 for getting out on the other side
    • Intercept enemy communication. Is the intent that Hackers in this mission lose access to Carbonite and Spotlight? Also wondering why the break from giving all specialists a bonus and specifically why Specialist Operatives get the bonus.
    • Random Coding. Small typo "Before the Initiate roll"
    • Recover Remote. Just opinions here. I find the scoring is a bit weird. It's one of few cases where scoring above 10 will happen regardless of Variations. Perhaps reduce the max scoring down from 15 points to 10? May I suggest something along the lines of +4 OP for having the REM in DZ, +4 OP for having a trooper in base contact with it, +1 for having higher victory points than your opponent, and an extra +1 for having X or more?
    • Teseum Run. Just opinions here. Since a Trooper can only carry one shard and delivery happens at end of game, perhaps a simple scoring of one point per shard? Or maybe to encourage shooting at each other; perhaps 5 Shards at each OM?
    • Pandemic. Too soon. Uh... I mean... there's a small typo "civilian, that attacked is considered cancelled."
    • Pandemic. Maybe a note on how to handle Infinity's All At Once concept? E.g. what happens if a model Moves near an infected model, but does not start nor end their movement near that miniature.
    • Pandemic. Just opinions here. This is the first scenario I read so far with a hard requirement for a specific type of Specialist - or trooper for that matter. Also, while none of the CodeOne armies are Haqq'islam, this does skew the game slightly towards O-12's higher-WIP and higher-AVA Doctors. As is, a small mitigation is that perhaps Doctors auto-succeed the immunization while other specialists carry Medikits and need to roll? Even that would deviate somewhat from the advertised goal of 20x20 where any list is viable and any trooper can complete the mission.
      Basically, there's 5 points reserved for actions that you typically only find one single miniature per list capable of doing, and typically a particularly weak miniature to boot.
     
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  19. prophet of doom

    prophet of doom Well-Known Member

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  20. prophet of doom

    prophet of doom Well-Known Member

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    Hey, thank you so much for doing all that work and in such a short amount of time. Your suggestions are very valuable to me and you certainly have had a great impact in creating this Code 1 version of 20x20. You will notice that I have credited you with your nickname on the front cover.
     
    #20 prophet of doom, May 29, 2020
    Last edited: May 29, 2020
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