Playtesting notes, changes coming


Ran a playtest a few weeks ago with my buds in Baltimore.

I had a major balancing issue with the specific scenario I wrote for the playtest, so it was kind of a dud.   

  

Specific notes I jotted down while running the test

  • weapon specific ranges
  • interrupt action needed?
  • injury check slows down game. remove it. replace with hits. Most units can take 1, some special units can take more
  • campaign play? unit "advancement"?
  • Outside of that, more playtesting, more scenario writing.


scenario wips

Get violence_sw

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