The game is using Code One Rules engine. God, this game is less appealing to me every moment it goes...
I think using code one rules combined with the hex-grid might be a good thing. Easy to understand, quick to setup, fast play. It is a great combination for a fun, light hearted, robot punching game. The X of the question is whether the models are plastic or metal. If these are plastic I'm gonna start marketing the shit out of it to my non-infinity or non-wargame players.
c-1/ n4 ruleset isn't bad as the foundation, however if just that with hexes and only industrial tags its going to be a real missed opportunity when it all about 7-12ft machines with redundant components. where loss of limbs and (non-pilot cabin) penetrating hits wouldn't be instant knockouts. unlike defiance, every update seem to make it sound less appealing
Are you serious, yet another TAG for Corregidor? For some space gypsies they turned out to ber remarcably resourceful
It's a Praxis (Bakunin) built model designed by a rogue PanO scientist/engineer that was bought by a Corregidoran mining corporation that styles itself as a cooperative but also recently started hiring convict labour.
Still, I don't recall Nomads having any production capabilities to mass produce their own TAGs (small-scale - probably). All their previous TAGs were outdated (kind of) upgraded and refitted Pano models. And my main point - ITS A BLOODY THIRD TAG FOR CORREGIDOR (AND FIFTH FOR NOMADS)! How the F* Nomads can do this without a planet or a network of mining outposts??? The amount of raw materials themselves without any factories would be immense and we kind of losing a war with aliens!
I dont quite understand how Code one ruleset (i.e. infinity without guts rolls) would work with hexagonal board
I'm with fatherboxx on this one, don't quite see how a board-gamey game would apply C1 rules. Melee isn't N4/C1's strong suit and these TAGs seem kinda melee focused...
Sixth, the Anaconda is Nomad designed and manufactured. The Nomads do have a large network of mining outposts, mostly in space such as asteroid mines and Human Edge facilities. Space Mining is one of Corregidor's primary industries. Edit: Found a map of Corregidor, roughly half the usable volume appears to be ore processing and shipyard/construction.
Dont take the hex tiles as individual cells. Are simply for representing the scenarios. You will still move and shoot in inches over that tiles
That's my thought, the hex tiles don't represent "spaces" they just create an irregularly shaped board on which the pieces move as they would on a larger "square" board.
I actually think the hex tiles might represent game spaces in a more abstract sense. Could be something like weapons have their ranges measured in spaces rather than inches. This would allow for the game to function without rulers while still feeling wargamey. I like that idea.
I like it, too, but Bostria has more or less said straight out that the tiles are terrain pieces and measuring in the normal way (while doing the motions of pulling out a tape measure)
Based on the fluff and concept art, anyone else think the Nomad mining TAG is a RemPres design? No tiny arms, and designed by a rogue PanO engineer working with the same folks who brought us Hollowmen. I really want part of the gimmick to be customizing the TAGs using bolt-on weapons instead of having fixed profiles, sort of Armored Core style. If the game is really focused on TAGs as centerpieces, giving them weapon add-on parts (using cards or whatever) and REM helperbots as secondary support pieces could be a lot of fun. It'd also encourage people to kitbash, either with magnets or full-on conversion work. I think part of the goal of the hex tile-based mapping is to represent the short firelanes and irregular shapes of mining passages, in a way that makes for a low barrier of entry to setting up a table to play on.
THis would also make sense if they are marketing it as a board game to non infinity players - much like Mantic did/do with Dreadball. Its a way to get new players in through the sports miniature marketplace
Imagine if it has a convict's brain in a jar inside... Regarding loadouts and all - they could have easily implemented it with Defance-like equipment cards and loadouts (kitbash and magnetize metal TAGs? eh). They decided not to, so don't get your hopes up - it will be a KS for a bunch of TAG minis with maybe a dozen of scenarios + tiles, not much else.
Where does it say they decided not to, mate? We have very little information on this game right now. I don't think modular minis are a strong possibility, but equipment cards can be done rather easily.
I have a Dust Tactics boardgame lying around. I bring it up about twice a year I think as an example, but basically it's Dust Tactics condensed into a square-distance-is-range-of-abilities game and quite simple rules (an assault rifle had a range of 4, rolling 2 dice, killing light infantry on 5+ and heavy on a 6, when the squad shoots roll for all weapons in range). Quite effective board gaming with proper wargaming miniatures (although monochrome plastic miniatures in the colour of each team), IMO.
I think it's just because they used the O-12 designer for it instead of someone who's worked on Nomads for a while. He left the slave arms off the Raicho too. Let's be honest, if this thing was blue you'd think it was from O-12. it's a criminal forced labor mining station right? Why do you get precisely 0 of an idea like that into the design?