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(24 replies, posted in Wardogs)

Well I just bought it, but haven't tried it.   But since you want some feedback smile 

From perusing the rules some things I'd like to see:

- More than just 6 ranges, 3 to 20 as a range band just isn't very versatile enough.  Standard small arms these days go to 300m, while a tank cannon can go to 4000m, and many ATGM's to 6000m.  I know Wardogs is a bit more obscure and there is a point to it, but with higher movement speeds than even in battletech and half the range, the game I would think would be all about maneuver over firepower, when it should be a balance. 

- Thermal signatures as a way to detect a unit?  Sure, but what about standard radar signatures as well?  Modern tanks are starting to add micromillimeter wave radars to the turret to detect units, any not have a Thermal/Reflective signature.  This way you could have a unit that may be easy to detect with your thermals, but really hard to detect with radar (or vice versa).  Shields could only reflect thermal energy for example as well.

- Integration with starmada/VBAM, conversion of ground unit types to "wardog equilivents".  Add support for those orbital assets (space fighters, orbital bombardment, etc).  This includes the planet types.

- Shouldn't armor be affected by tech level differences somehow?

- Add some more balanced and "same feel" type forces.  Have an all anti-grav tank army, an all mecha army, an all energy army, etc, create full forces (HMMWV, 2.5 ton truck, 5 ton truck, 10 ton truck, IFV, MBT, MLRS, Artillery, etc, per faction).

- Transforming Units smile

- Artillery, uhhh, its king of the battlefield (infantry is queen, and as an ex-infantryman its degrading!), yet I didn't see any (indirect firing range 18 weapons is NOT artillery, but a rocket or mortar).

- The number of shots per weapon seemed *really* low, especially for machine gun type weapons.

- You could add


Some things I wanted to say about wardogs, which could be wrong as I haven't read the rules that well:
- I didn't care for the dice damage system.  Dirtside/Stargrunt games did this, and though I thought their games were *excellent*, I loathed the dice system.  D12 damage can do the same damage as a D4 system on a crappy roll?  In fact, a D12 system is basicaly a D4 system 33% of the time!  I just didn't like it, at all, and it kept me from ever playing those games, even though I thought they had massive potential.  I know this would dramatically alter the way the game played though sad
- I'd like to see a more detailed damage system, or maybe just a box of "hit points", instead of a generic table for all units.  You could just use that table for criticals I guess, but a mecha and a VTOL should have dramatically different damage models.
- The scale seemed to "topped out", and didn't leave any room for something like a monsterous super battle tank (which is a LOT larger than a yacht/trawler).
- I think I may have been expecting starmada on the ground, and it seemed like a system that wouldn't require a whole lot to convert, it has a lot in common but strayed in the places I thought were nifty in starmada (damage system mostly, as the weapons are very similar)


Anyway, just some feedback, hopefully it creates some ideas for ya smile

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