Dinosaur Cowboys skirmish game

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Daniel36:
Apologies if this is already present, but I would like it if dinos would be unpredictable, in that they can go berserk. Perhaps a failed bravery test will mean they just attack the nearest (human) model, regardless of which side they are on?

Kyles Games:
Quote from: Daniel36 on September 14, 2011, 01:49:40 PM

Apologies if this is already present, but I would like it if dinos would be unpredictable, in that they can go berserk. Perhaps a failed bravery test will mean they just attack the nearest (human) model, regardless of which side they are on?


The issue with this is that it would be more akin to bringing in a tiger on a leash versus riding a horse into battle which is what I believe the setting is currently set up for. A rider would probably be able to control all but the most bloodthirsty of mounts when it comes to preventing friendly fire.

That said, it's an awesome idea, but maybe not really terribly great since it means that having a couple humans with big guns would be better than the awesome power of a dino unless it's really unlikely, and then it's just more reading most of the time. Also, since it's not like dinos can make ranged attacks, you'd probably see a lot of battles where the dinos go in first and duel until one dies and then the humans move in.

bosky:
Quote from: Kyles Games

For sound, I would've just done a flat number per weapon used that tracks neighboring tiles and riders, as well as incoming fire. For the most part they wouldn't be so skittish as to run away from a gun shot, but they could panic in fights with a lot of guns going off. Sound could even just track any ranged weapon other than unpowered ones (and maybe lasers depending on how they're handled) used on the battlefield, making it important as a balance issue between using a dino or bringing a Gatling gun (individual shots count, not the weapon type).

Maybe training could be a bonus (or flaw in the case it's standard but lacking on some) to resist panic? Similarly, bravery damage could be modified by certain weapons/a modifier could be applied (flamethrowers, for instance, plasma weapons?).

Definitely don't make dinosaurs like vehicles, they are living entities. That said, they should definitely be bulkier than people, so their facing should be more important since they can't turn as quick. Maybe add additional bravery damage to attacks from behind dinosaurs?

That is a LOT of added rules just for tracking sound and panic, and is honestly waaaaay too complicated for the simple skirmish system I'm going for. Plus I think you might have bled some of Orchestra Stamina system into "Bravery Damage" in this case. :)
Also note it's currently easier to get a Critical Hit (10+ instead of 12+) if attacking an entity from the back, so Facing is already handled in that regard. Right now setting Facing is done for free at the end of a move. Without getting into angles and turning keys though I don't see how Facing could reliably and accurately be changed for a dinosaur...remember the toys are unbased and some are awkwardly shaped as well.
I agree about random movement distance, since a well trained mount would have a predictable pace (even if they might buck at the harnesses every now and then).

Quote from: Daniel36

Apologies if this is already present, but I would like it if dinos would be unpredictable, in that they can go berserk. Perhaps a failed bravery test will mean they just attack the nearest (human) model, regardless of which side they are on?

Currently the only outcome to failing a Bravery Test is Fleeing, which just means they move directly away from the nearest enemy at the start of their next Activation. I mentioned considering a chart for failed Bravery Test results a few posts back, so maybe I'll mock one of those up and playtest it. I do want to have the mounts generally reliable though (compared to say a Chaos Dreadnought in 40k), but in a situation of sheer panic where they are blinded with pain I could see them accidentally stomping on nearby allies. Not so much biting and snapping at allies, but that much weight and mass throwing itself around could hurt anyone mounted or nearby.

Daniel36:
Good points. Perhaps they need to run in a straight line away from whoever caused the panic, any model if in the line of flight could get stomped on. Sounds like fun, gives the game a slightly unpredictable scary factor too.

bosky:
Quote from: Daniel36 on September 15, 2011, 12:33:31 AM

Good points. Perhaps they need to run in a straight line away from whoever caused the panic, any model if in the line of flight could get stomped on. Sounds like fun, gives the game a slightly unpredictable scary factor too.


I bolded the line that I hadn't thought of, but that is really great for what I'm trying to achieve. It still fits inside the current Bravery Test framework (since they Flee in a straight line away from enemies already), but with an added bonus of being slightly different than humans and also reinforcing how bulky they are. I'll definitely had to add this element to the rules, thanks for the idea!

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