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Commander's Dogma - 6-10mm Sci-Fi Ruleset

 Post subject: Commander's Dogma - 6-10mm Sci-Fi Ruleset
PostPosted: Mon Jan 02, 2017 6:29 pm 
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As I continue this project (formerly Advanced Squad Warfare) I am just going to edit this OP to avoid confusion. Whichever edition is posted in this OP is the current edition.

Commander's Dogma is a 6-10mm, element-based Sci-Fi war game. It's quick, simple, and you should be able to complete most games in under an hour. It's core principles are based on the HOTT rules.

Commander's Dogma includes rules for scenarios, destroying buildings, air support, troop transports, terrain, suppression, flanking, and a set of 'Dogmas' that you can assign to your Commander to give your Force a unique play style.

It's a short booklet, 13 pages with lots of space dedicated to diagrams, art, and easy to read tables, etc.

Here is the current link to Commander's Dogma V0.8, the most current version of the game:

https://www.docdroid.net/2DmgfXH/comman ... 8.pdf.html

I am currently working on a 1 page quick reference sheet, rules for weather, night-fighting, garrisoning buildings, entrenchment. The game is still in the Alpha phase and I hope to begin beta testing by the end of January.

I will be chronicling the beta testing on my youtube channel as well as doing a rule book breakdown and battle reports.


Last edited by Vega on Tue Jan 17, 2017 5:53 pm, edited 5 times in total.

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 Post subject: Re: New 6-10mm Sci-Fi Rules I'm working on.
PostPosted: Fri Jan 13, 2017 12:30 am 
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all updates in OP now


Last edited by Vega on Mon Jan 16, 2017 8:36 pm, edited 1 time in total.

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 Post subject: Re: New 6-10mm Sci-Fi Rules I'm working on.
PostPosted: Fri Jan 13, 2017 11:20 pm 
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I will look at this closer.

Did I see blocked unit movement? That is an unusual choice in a future/modern game. I am intrigued to learn more.

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 Post subject: Re: Commander's Dogma - 6-10mm Sci-Fi Ruleset
PostPosted: Fri Feb 03, 2017 1:20 am 
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Got the first couple of battle reports up:

https://www.youtube.com/watch?v=QW6jl0agJFs

https://www.youtube.com/watch?v=AOx9x12XslQ


And an introduction to the basics:

https://www.youtube.com/watch?v=HGiZh3QpEdA


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 Post subject: Re: Commander's Dogma - 6-10mm Sci-Fi Ruleset
PostPosted: Wed Mar 29, 2017 8:42 pm 
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Sorry it took so long to give you some feedback. I have been a bit busy.

Here are some initial and random thoughts:

1. You need more Commander's Dogmas for a game called Commander's Dogma. Perhaps one aroudn air support, infantry wave, guerrillas, etc.

2. Many of your units will be static for much of the game due to the low number of Initiative Points (IP). However, as the games Force Points grows, the IP does nto grow with it. Is that because you are assumed to have to group more units?

3. The game feels a bit Nappoleonic in the "This That/Then This" style of rules writing. For example, Optimal targets would fit nicely with a paper/rock/scissors approach to a game.

I feel like the game in its current state covers basics of Move, Missile, Melee, and Morale. For a sci-fio game it feels a bit Horse and Musketesque. Units group together and act as "blocks", some units have optimal targets, etc.

I have nto read the batreps yet, but I will go back to them now.

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 Post subject: Re: Commander's Dogma - 6-10mm Sci-Fi Ruleset
PostPosted: Wed Mar 29, 2017 9:27 pm 
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I watched the two battle reports and I have some more thoughts.....

1. Since Optimal target is critical to game play, you have too many unit types. Instead, simplify them to Infantry, Artillery, Air, Armor. This will make Optimal target more impactful durign game play.

2. You might want to consider alternate activation by IP used. Aggressor goes first. Both players roll the Ip, and then spend it one after the other. It allows for a mroe reactive game, and players with more IP can actually push the 'Limits" more. This creates more choice in the game of who you move when, and why.

3. To make a more free-flowing game you may also want to have activated units complete all actions at once, i.e. Move, shoot, combat; before moving to the next activation. It can also be fun to alternate Activate and have everyone move, then alternate activate for shooting, etc.

4. Since IP is so important, you may want a sliding scale of IP based on Force Points fielded. If you make bigger armies, you will want more IP dice. Also, you may want to use an average dice to avoid/mitigate really abysmal IP rolls. Currently, you have a 16% chance of getting 1 IP.

5. For combat resolution, there is not much a player can do to tactically "Game" the roll beyond target selection for Optimal Target. I.e. there is no real improvement based on range, cover, facing, etc. it is sort of a line-up and roll dice type game at the moment. I maybe missing something.

6. I like the shaken mechanic where if the player beats the opponent but does not double they are shaken. I would remove the "save" to become unshaken by the opposing player in their turn. It is tough to kill non-Optimal Targets and shaking non-Optimal targets becomes a decision point in play.

Overall, good work on this game. It is coming along nicely.

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 Post subject: Re: Commander's Dogma - 6-10mm Sci-Fi Ruleset
PostPosted: Thu Mar 30, 2017 1:25 pm 
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You may also want to consider sharing your design here: https://groups.google.com/forum/m/#!forum/delta-vector7

The group has helped me a lot and they are dedicated to talking about game design.

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