Battlezone 2 vehicles1/8/2023 There could be various rules for how this "power" is transferred which could create a meta-game in itself. For example, one token might give a unit +1 stats and an extra activation, two tokens might give a special ability, etc. This resource could be represented by a pool of counters which are assigned to specific models. A normal unit which is "possessed" or directly controlled "override" by the master AI will become a "hero" unit and be gifted with extras stats, activations and special rules. Basically the "demon" or "AI" is a divisible resource which can be transferred from unit to unit. I've always liked the idea of demons "possessing" human hosts or an AI controlling hordes of robots. your POV/player control) between vehicles interests me. The Battlezone ability to switch "yourself" (i.e. "Stats" and Universal Resource Management I feel like I've talked myself around in a circle without defining/articulating anything clearly.Īny audience suggestions? What are games that you regard cross genres or the usual "boundaries?"Ī further, fun question: if you could "mash up" elements from any two or three genres/games - what would they be? Whereas a 10-man modern skirmish where everyone had a Portal-style teleport gun would probably step outside of the usual genres by nature of its radically different tactics to "normal" modern warfare. Whilst, say, Warmachine (with its magic-meets-robots) would seem to fall into the genre-crossing category I'm not sure if it does - as you can see from the compatible Hordes, the robots act simply as renamed fantasy monsters. I think this is a topic that has always subconsiously interested me - for years I have experimented with a game with 300kph submarine fighters merely so I could try to blend the maneuvers and tactics of PT-boat warfare, WW1 dogfights and modern ASW - three of my favourite, but rather disparate genres. the Dune universe with its emphasis on hand-to-hand dagger duelling in a sci fi world with spaceships and lasers is a good example. detailed enough to zoom in on individual heroes, but can zoom out and deal with lots of grunts) as well as mixing up actual "genres" i.e. I think when I say "genre crossing" I mean two things - the ability to bridge battle scale (i.e. I'd suggest LOTR:SBG is one of the few which has done it successfully - it can be used with ~6 heroes in a quasi-RPG scenario, or handle as many as ~50 grunts per side. ![]() Quite a common complaint from designers is the desire to have characterful heroes fighting alongside hordes of grunts (somewhere between/inclusive of the squad and platoon level) - keeping the game detailed enough to accomodate the heroes whilst streamlined enough to handle lots of grunts. Games can struggle to bridge "scales" (and rightfully so - the same tactics and game rules should probably not be the same between, say, squad and company level). Games tend to fall into neat categories - "platoon level WW2" "platoon level hard sci fi" "10-man fantasy skirmish" etc. ![]() But what I have in mind is a sort of Mordhiem-meets-FoW, where individual tank crew level up and gain special abilities, within a sort of mercenary unit feel like Hammers Slammers or Battletech - but with 1940s-60s tanks as the stars. Heck, Flames of War with a tank-centric force composition can do that job. "Tank games" aren't really uncommon of course - there are dozens of micro-armour/combined arms rules. Well, the hypothetical tank game in my last post is perhaps an example. So what about genre-crossing games in wargaming? Battlezone was a 1998 classic which garnered rave reviews, and is one of the trend of "re-releases" (the gaming industry, like movies, seems to have run out of ideas) - where they polish the graphics to an acceptable level on an otherwise identical game.
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