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After about three hours of playtesting my ideas with my roommate, I have come to several conclusions.  Firstly, just because we are in college does not mean that we can do math in our heads quickly or accurately.  Secondly, I really like how Tank Wars turned out.  We ran through the first game, which took about 35 minutes, and found that several things were unbalanced and slow.  So here is a list of changes to the game rules:

  1. Players start by lining up their tanks along the closest row of grid spaces to them.  They may be placed in any order and at any orientation.
  2. Tanks may not fire through one another, friendly or otherwise.
  3. If two tanks are lined up in such a manner that a miss from one might hit the other, the attacker may make an attack roll to hit the other tank at a -2 penalty (this stacks with alignment penalties).
  4. On an initial attack roll of 17 or 18, 3 points of extra damage is dealt to the target as a critical hit.
  5. Power – This number is added to 1d6 for damage rolls on a successful hit.
  6. For slower play, Attack/Evasion ties are a miss.  For faster play, Attack/Evasion ties are a hit.
  7. Attacking no longer costs 1 movement.
  8. A turn is made up of a Movement phase, where all tank movements are performed, and an Attack phase, where tanks can no longer move and all attacks take place.

Also, the statistics for the tanks have been changed to better balance them, as such:

Light Tank:

  • Evasion – 13
  • Armor – 2
  • Integrity – 8
  • Speed – 3
  • Range – 4
  • Power – 0

Medium Tank

  • Evasion – 10
  • Armor – 3
  • Integrity – 12
  • Speed – 2
  • Range – 3
  • Power – 1

Heavy Tank

  • Evasion – 8
  • Armor – 3
  • Integrity – 17
  • Speed – 1
  • Range – 3
  • Power – 3

I’m really pleased with how this worked out.  It’s still a bit complex, but it’s simple enough to get rolling in just a few minutes.

I also playtested the other two ideas and they were still quite fun.  Especially 3D Tic-Tac-Toe.  My modifications made it just complex enough to generate some uniquely brilliant tactical moments that were very hard to repeat unintentionally.  However, as I said, I have decided to push forward with Tank Wars and hope to share it soon.



    • deserthat
    • Posted January 28, 2009 at 07:50
    • Permalink

    Wow, Kyle! You’ve got an incredible set of blog posts documenting the development of your game! This will be very useful when you go back to analyze your design process.

    It looked like everyone was intrigued by your game. I think you’ve got an elegant aesthetic with the origami tanks on the blue-line graph paper. Take a picture for documentation!

    Again, you have two paths to take: either change something to simplify the game (perhaps think of the context in which the game will be played and if there is a niche for ’15 minute wargaming’) or to make it larger and more complex.

    A points system for the number of tanks you can create also seems reasonable, and perhaps also creating a greater differentiation between the tanks (example: the heavy tank is the equivalent of a Tiger Panzer and can be knocked out in one shot if hit from the rear by the small tank; only the heavy tank can turn its turret, but this takes a movement point for each 45 degrees).

    • Roucis Kyle
    • Posted January 28, 2009 at 08:13
    • Permalink

    I’m glad you enjoy it! I *just* posted some developments on Panzer that need some perusing. Thanks for the kind words and the ideas!

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