Topic: Defiance: Small Skirmish

My justification for opening this thread springs originally from the should- have-begun-shipping-yesterday manga/anime-influenced game from the Spanish company Corvus Belli called Infinity the Game (ItG).

There is a set of quick start rules now out for ItG and in the light of reading them and discussing the subject on MiniRealms, I am slightly disappointed. Granted, I haven't tried them out yet but on paper they just don't appear that great. Waste of a high tech scifi setting, almost.

Luckily, there are mechanically better games available. And ones that allow you to use any miniatures you want. Such as... wait for it... Defiance!

Which brings me to another reason for D:SS. ItG minis are pretty but clearly larger ("heroic 30mm" maybe?) than most of the minis in my collection. They are also more expensive than most "28mm" minis. The same tends to go for a few other lines, most notably Dark Age and WARMACHINE.

So what I would like to do is game a handfull of larger-and-pricier-than-average miniatures against each other in a high tech scifi setting.

You could mangle any game into doing that of course, but in the case of Defiance a major overhaul isn't required (as we all know). Some things I'd like to limit/modify tho:

    [*]All infantry frames are of Elite quality. In ItG, there are no morale rules per se apart from a need to "flinch" into cover if you are hit or wounded, so a high morale is justified. Also, small scale gaming lends itself to single model activation.[*]You are allowed to purchase any number of Ad Hoc units formed from frames you want and can afford, pointswise.[*]Standard unit rules are used on all of the units, although they really are Ad Hoc.[*]Vehicles are limited to light vehicles, mecha and anime mecha.[*]Realistic genre options are applied.

Does anyone else have any ideas? One thing I'm considering is upper points cost limitation or maybe a limitation on the number of separate activation units (infantry units, individual heroes/commanders, vehicles), but I'm not sure what those limits should be.

Re: Defiance: Small Skirmish

I'd almost consider leaving mecha out. Anything over size 3 infantry is likely to be too expensive anyway, don't you think?

Apart from that, I like your ideas. I think a points cap would be good (over a certain point you're better off using D:VG). I think what, about a dozen figures, would be as high as you'd want to go? Fifteen?

Re: Defiance: Small Skirmish

smokingwreckage wrote:

I'd almost consider leaving mecha out

Expensive or not, I'd really like to keep the option to use ItG Tactical Gears like PanOceanic Armoured Cavalry within the framework. They would seem to be too large to be SZ=3. Could be "up to one mecha/anime mecha per side" tho.

I think more than two dozen individual "decision units" (which includes each Elite infantry trooper) is right out. I'm thinking of maybe going for an organization chart type of thing rather than limit the points value in the outset. Something like 0-1 commander, 0-2 heroes, 4-12 Elite infantry models (arranged into units as per rules), 0-2 light vehicles (1 squadron or 2 individual), 0-1 mecha/anime mecha. Would likely mean some juggling with points values at the army selection time, although D:VG does have provisions for unequal forces as well.

Re: Defiance: Small Skirmish

Innnteresting. That could also provide for "escalation" of the conflict over a timeline. I do like escalation, where you add to the previous force to get a higher points value for each subsequent game..... like Space Crusade, Necromunda, etc.

Re: Defiance: Small Skirmish

What I do for small unit combat (stolen from 'The Face of Battle') is initiative cards for the individual soldier / vehicle rather than the unit. Green get 1 card, Regular 2, and Elite 3. Each card gives the individual soldier / vehicle an action to use. So Green get 1 action / turn, Elites get 3.

We havn't really looked into the points balance issues of this properly but we have found it quite fun to play.

Re: Defiance: Small Skirmish

So it's a sort of an action-point game, when you do that. Sounds interesting, should play fast. It does bend the basic Defiance action mechanics, though. Is that good or bad, I wonder?

Re: Defiance: Small Skirmish

Don' t know about the good and the bad of it, but changing such a key part of the mechanics requires major overhauls (or "mangling", to borrow my own term from the above) in many other areas of the game as well. To itch his own, of course, but I would personally like to avoid that and go with additional limititations to the existing mechanic mostly.

Re: Defiance: Small Skirmish

Wombat's method works fine as long as each player has a roughly equal PV for greens, regulars and elites...it does add a bit more luck to the first few turns of the game, but that's not necessarily a bad thing.

Love the discussion, by the way, and tnjrp's mod seems like it would work well.  I do think that some way of keeping the total number of units per side roughly even would be necessary to avoid lop-sided initiative or that which mimics IGOUGO.

I especially like tnjrp's way of defining a "special forces assault unit" or a "gang" in a particular way, e.g. 1 hero, 1 commander, 1 squad of close-knit grunts (with ldr), and a choice of a "special" (vehicle, crew-served weapon, etc).  The trick would be balancing point values, but if the scenarios are varied enough, there's no reason unequal starting forces and gains/losses couldn't be incorporated a la Necromunda.

Re: Defiance: Small Skirmish

Demian Rose wrote:

I do think that some way of keeping the total number of units per side roughly even would be necessary to avoid lop-sided initiative or that which mimics IGOUGO

That's true, although ultimately "activation rushing" cannot be entirely avoided unless all the activation unit choices are obligatory. But it might indeed make sense to actually allow (and require) just a single squad instead of a number of grunts split into several squads. In the light of this, the organization would come to 0-1 (or 1, period?) commander, 0-2 heroes, 1 squad (of up to 12 models, no mobs allowed), 0-1 squadron of drones or other light vehicles (up to 2 models), 0-1 gear (mecha/anime mecha).

Re: Defiance: Small Skirmish

I'd go for 1 commander or equivalent. Just because it seems suitable.

Re: Defiance: Small Skirmish

We could always just define three activation units, in terms of card assigment - since everyone's eite, this doesn't affect orders at all:

1. squad
2. commanders and heros
3. vehicles and specials

Re: Defiance: Small Skirmish

Slick! COuld the vehicles bit be a small squadron of bikes or other light vehicles instead of a mech? So, Special would be up to X % of points in light vehicles, or a mecha, or size 3 infantry, perhaps? Or should size 3 be unrestricted, to allow for, say, a Krayl Infranite raiding party or an Ogryn gang?

Re: Defiance: Small Skirmish

I would say that size 3 would be fair game for officers or squads, if players wanted to spend the points thusly.  Specials would be limited to vehicles and crew-served weapons, and vehicle squads would be fine - for the latter, you'd probably just need to make wimpier infantry to compensate for the PV investment.

Re: Defiance: Small Skirmish

Demian Rose wrote:

1. squad
2. commanders and heros
3. vehicles and specials

I think this may in fact be the best solution. Although getting the whole of the "armoured fist" (light vehicles and a mecha) to always activate at the same time might make it a little too hard hitting in the context.

I tend to agree with Demian that there isn't any obvious reason to limit the use of SZ=3 infantry at the outset. Could turn out too powerfull in this limited choice group of course, but then again these aren't (likely) going to be official rules so you can fudge a limit on them later.

Re: Defiance: Small Skirmish

The percentage of vehicles can always be limited, so in low-average PV games, the "armored fist" (like the name!) would probably be no more than one large vehicle/mecha or possibly a 2-3 member squad of very fragile vehicles.

Re: Defiance: Small Skirmish

Okay, so I decided to go with simple being generally better.  Any comments on these as "official"?  I plan on putting them into the supplement (which is half finished, by the way):

-for each 1000 PV (1500 PV?), must choose 3 units, each of which gets its own initiative card and can be no larger than 500 PV (750 PV?)
-All infantry must be purchased as elite quality, with the exception of a "special" hero (see below)
-Unit One: Commander of Elite Quality - only unit type allowed to have command levels
-Unit Two: Grunt Squad of Elite Quality - only unit type allowed to have leadership levels
-Unit Three: a "special" that can be either hero(s) with crew-served weapons, vehicle from following list: LV/ME/AME, or stand-alone hero (any quality)

-Demian

Re: Defiance: Small Skirmish

Demian Rose wrote:

Any comments on these as "official"?

So, planning on going official, aren't we? This complicates things a bit as it means they should be more or less sensible in the get go...

for each 1000 PV (1500 PV?), must choose 3 units, each of which gets its own initiative card and can be no larger than 500 PV (750 PV?)

I would still not take the points limits angle on this particular one and keep the number of units fixed to 3 instead. Both methods are a bit problematic of course. It can get difficult to gather equal PVs for two forces if the number of units is fixed, even after applying augmentations and covert ops. But the purpose of these modifications defeats itself if there is no upper points limit, and setting one would require determining an "average force cost". I suppose 500 points per block could be a number that makes sense that way, but am not sure.

Unit One: Commander of Elite Quality - only unit type allowed to have command levels

If the maximum number of units is 3, I'd say maximum command level would have to be 1, but if any number of 3 unit blocks is allowed, then of course there would be no reason to deny 2C.

-Unit Three: a "special" that can be either hero(s) with crew-served weapons, vehicle from following list: LV/ME/AME, or stand-alone hero (any quality)

Otherwise good, but am not sure how well a hero of any quality sits with an (almost all) Elite force. Perhaps one could model "the teen prodigy" from many mangas and animes (relevant to the discussion by it's by now extremely tenuous connection to ItG) or maybe a Matrix quality hero (was a Matrix quality one even allowed? Can't recall right now...) could be used as some kind of "robot remote", but these are "far fetched" explanations for having one. From purely game mechanical point of view of course, it might make sense to have one as a points balancer.

Re: Defiance: Small Skirmish

How about escalation/ experience gain? I don't get time for such malarkey but I do remember it being fun in Necromunda when you got cool new skills, or the beer-and-pretzels Space Crusade when you got bigger guns or better "order cards".

Re: Defiance: Small Skirmish

I think it would actually be easier to incorpotate campaign & advancement rules into the regular D:VG game.

Under the [size=75]S[/size]S rules ([size=75]small[/size] skirmish, ha ha), most everyone is already Elite (or Vehicle), so they can't develop further in regards to training level, which is the most obvious way to advance within the existing rules. Perhaps some accomplished models might be turned into heroes or officers, but that's about it in the "hardened veteran" category.

Of course there's alway the option to limit the total cost of equipment (including augmentations) at the outset and then gradually allow more expensive stuff to be bought (within the levels set by the army list of course), but I'm not sure how well that clicks with the all-Elite aspect of the force either. Shouldn't they really have the best from the get go?

Anyway, I really feel that campaign & advancement rules should be a separate topic. It would be nice to have some as those are basically the only stuff that Defiance doesn't have (as opposed to [size=75]S[/size]S which you can of course play under the existing rules if you just agree on the limitations beforehand), and we had a bit of a discussion about that a while back as you recall. Nothing much came out of it at that time, but maybe time would be right for a resurrection of that subject, eh?

Re: Defiance: Small Skirmish

I thought all-elite was more to do with the acceptable level of fiddliness in moving and firing choices and orders when dealing with a smaller force than necessarilly their level of training.

Re: Defiance: Small Skirmish

Been quiet in this thread for quite a while, but was fiddling with the idea again in my head on my way to work (the 1-and-quarter-hours bus trip is good for fiddling ideas)...

Became concerned with the ability to assign enough discrete frames as Elites. In the base rules, you need to have distinct Armor, Movement and Quality for each frame you introduce, so you can't make a "shooter" (better ranged weaponry) and a "brawler" (better cc-stat and pistols/grenades as weapons) version of the same frame, for example.

I think this might need remedying in some way if the idea is developed further. I see two solutions:
(1) Allow "overloading" of the frames so that each A/M/Q tuple can take several "weapon loadouts" and "close combat modifications". Each such overload would simply count as a separate frame for the force construction purposes.
(2) Calculate the pv value for making Green, Regular and Matrix troops individual action capable ("fire team of 1", if you like) and to have their unit morale upped to the Elite level. Their individual morale would remain the same as in the base rules. Veteran and Linked would be disallowed in this scenario as they'd be the same as Elite if such modifications were made. The different "individual quality" troops would be allowed to join in the same unit -- it wouldn't create too great a confusion as the unit morale would still be the same regardless of which quality troops it contains.

Re: Defiance: Small Skirmish

The updated rules will contain "overloaded" frames, which are basically frames that count as 2 for purposes of army construction but that can have up to 8, instead of up to 4, weapon choices.  I also increase the total number of frames allowed to encourage their creation.

About individual action, I'm not sure...the best current way is to make everyone a hero, though that does give attack chits as well.  If small skirmish is desired, the best way to deal with this might be to give elites and linked figures a cost savings and then consider all figures as having individual action.  This wouldn't be too hard to calculate.

-Demian

Re: Defiance: Small Skirmish

Demian Rose wrote:

The updated rules will contain "overloaded" frames, which are basically frames that count as 2 for purposes of army construction but that can have up to 8, instead of up to 4, weapon choices

That would probably be sufficient...

About individual action [...] the best way to deal with this might be to give elites and linked figures a cost savings and then consider all figures as having individual action

...but it would perhaps be sort of more in keeping with the sS idea that it would be done this way.

OTOH, I don't know if it's too bad an idea to make everyone a hero either, actually. Although then there'd be an unhealty amount of attack chits on the table, but this might be less of a problem with sS as you'd have less decision units on table and thus more time to invest on considering how to use each chit.