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This repository has been archived by the owner on Jan 17, 2021. It is now read-only.

0.0.5

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@Pointedstick Pointedstick released this 29 Nov 20:44
· 243 commits to main since this release

This release had a major goal of improving the code used to generate army lists so that it becomes easier to produce more of them with a minimum of friction. To accomplish this, shared formatting and table styles have been split into separate files which are imported where needed, and weapons are defined only once per file using macros.

That's not all though; various rules changes were implemented as well, including a large overhaul of the missions.

Factions changes in this version:

  • PDF Special Weapons Squads now have Demo charges
  • PDF Heavy Weapons Squads can now take mortars
  • PDF Infantry Squads' Heavy Machine Guns are now crew-served

Rules changes in this version:

  • Heavy Weapons no longer negate Life bonuses from being in Cover
  • Implemented a crossfire/flanking bonus for shooting at a unit from both sides
  • Implemented a new "Interact" action that allows a scoring unit to interact with/capture/recover/exploit (etc) mission objectives
  • Shoot bonuses/penalties for flanking, height advantages, and enfilade/defilade now stack when multiple conditions are present (RIP the target unit)
  • Units that are the target of a Shoot action can now voluntarily take a suppression marker to benefit from the bonuses of the Defend action before they have to make their Life rolls
  • Dangerous Terrain now affects models merely in base contact with the area in addition to those inside it

Mission changes in this version:

  • Counters in the Rescue/Capture mission are now placed after army deployment and are now controlled using Interact actions
  • In the Evacuation mission, the evacuation zone is now farther from the evacuating army's deployment zone to make it require more mobility and fighting
  • The Critical Objective mission is now won using Interact actions, not by getting a certain number of models in contact with it
  • The Hold at All Costs mission is now won using Interact actions, and the attackers are now trying to destroy it, not capture it (this made it too similar to the Critical Objective mission)
  • The Sabotage mission was too similar to various other missions and has now been replaced with a new more interesting one called Summon reinforcements in which each player is trying to summon nearby reinforcements using communications equipment that allows them to optionally jam enemy comms instead of dialing out themselves
  • The Break The Stalemate mission was too similar to various other missions and has been replaced with a new more interesting one called Clear the Landing Zone which requires Interact actions to remove or reinforce obstacles preventing landing craft from disembarking in an area
  • Attackers now share victory in the Blitz mission if they win