u/Legoman249

Command and Conquer Tabletop Wargame- Dev update

After feedback and a weekend of playtesting I wanted to change how combat works.

Original combat rules:

Original combat worked very similarly to Warhammer, you roll to hit with weapons, compare firepower of the weapon against the targets armor, and you roll a dice based around those values for damage. Although this was familiar, it had 2 major issues.

1- Combat took a while because each point of damage was rolled. This led to buckets of dice on the damage and got confusing with abilities and rerolls and so on. Essentially it bogged down the game to a standstill, which is not fun.

2- it didnt feel like C&C. During creation of the rules for this game, i have spent a lot of time replaying C&C, looking up unit stats and how the game does RTS combat.

After some thinking about the beat way to make combat similar to the RTS but also fair and fun, a new system has been developed. Going forward you will see some changes to some stats.

Armor will stay but Fire power(FP) is gone. Combat will no longer rely on a stat check system.

Combat will work like this now -

Roll to attack, using the amount of attacks per base listed on the card and the dice tier, still hitting on +5 for all.

If your attack hits, the target will be recieving the listed amount of damage according to that weapon.

Units will now have their Armor Value (AV) reduce the amount of incoming damage. This AV can either be a static value or a die value, either way it will reduce that value from the total incoming damage( or damage from each attack, still testing) for the attack.

So as an example:

A Soviet Hammer tank is firing at a GLA Scorpion Tank.

The Hammer tank fires its 85mm cannon 2 times at d8, rolling a 5 and 7, so both hit.

Each hit is 4 damage so 8 total damage coming to the Scorpion tank.

Scorpion tank has an AV of 3, so total damage will be reduced to 5.

I feel like this will allow for more streamlined games, quicker combat and allows for new abilites to be added to units.

Now there is the issue of infantry, they generally have low to no armor so a single large damage attack should kill them easily right? A way around this is that infantry will only be able to take 1 damage per attack. This will prevent large damage weapons feom making infantry obselete, but then alao promotes rapid fire/ mutiple shot weapon designed to handle infantry to fill the role. There is also weapon keywords such as blast and lethal that can also help solve issues. Armor Piercing (AP) will now also be a keyword that can allow (x) amount of damage to go through armor.

More updates and changes to come. If you are interested, the current rules and unit cards are availble on the steam workshop for TTS.

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u/Legoman249 — 2 days ago

Command and Conquer Tabletop Wargame: Rules and Faction Focus 2 - Soviet

Good day all and welcome back to another faction focus!

Todays showcase goes to the Soviets from Red Alert 3!

Soviets (Escalation Era)

In the final years of the Third World War, Soviet high command had grown increasingly dependent on experimental science to offset Allied chrono-technology and the Empire’s adaptive war machines. Beneath Moscow, Siberia, and the Ural Mountains, secret research complexes pushed Tesla theory, temporal physics, psychic conditioning, and dimensional energy well beyond safe limits. These projects were originally meant to counter the Allies’ control of time, but the Soviets refused to merely defend against history being rewritten.

It occurred when one dumb BRAVE SOVIET HERO, attempted to power captured Chrono Tech with Soviet Tesla Power. The machine worked... for about 17 seconds. When time resumed, and the world settled, Soviet forces all over found themselves surrounded by an unknown green mineral, time fractures all around, and many new and old threats.

The Kremlin declared the event not a disaster, but a new chance for victory. If multiple worlds now existed in one fractured Earth, then all of them were rightful theaters of Soviet liberation. War factories roared back to life, propaganda ministries spread the Premier’s message across broken timelines, and every new enemy was folded into a single ideological category: obstacles to the Motherland’s inevitable victory.

With this newfound determination, the Soviet forces looked to expand their frontiers. With hordes of lowly conscripts and walls of iron armored will, the Soviet Nation will put its foot forward to this new reality.

Commanders leading the Soviets can use the following abilities:

War Machine Momentum

The Soviet army has a Momentum Level from 0 to 5.

Soviets begin the game at Momentum 0.

During the game, the Soviet player gains Momentum when they apply pressure, lose expendable infantry, or keep armor advancing.

Gaining Momentum

The Soviet player gains +1 Momentum when one of the following happens:

Trigger Momentum Gain
A Soviet Vehicle destroys an enemy unit +1 Momentum
A Soviet Heavy Vehicle survives an attack that dealt damage +1 Momentum
Two or more Soviet Infantry bases are destroyed in the same Round +1 Momentum
A Soviet unit ends the Round controlling an Objective +1 Momentum
A Soviet unit destroys an enemy Structure +1 Momentum

Maximum Momentum is 5.

A player can only gain 2 Momentum per Round

Spending Momentum

During a Soviet unit’s activation, the Soviet player may spend Momentum for major battlefield effects.

Momentum Orders

Cost Order Effect
1 Forward, Comrades! One Soviet Infantry unit moves +3" this activation.
1 Grind Them Down One Soviet unit improves one Damage Roll by +1.
2 Iron Advance One Soviet Vehicle may move and still count as stationary for one weapon or ability.
2 Unbreakable Steel Reduce incoming damage to one Soviet Vehicle by 2, minimum 1.
3 Crushing Offensive After a Soviet Vehicle destroys an enemy unit, immediately activate one friendly Soviet Infantry or Vehicle within 6".
5 Total War Once per game, immediately activate any two unactivated Soviet units one after the other.

At the end of each Round, if no Soviet unit damaged or destroyed an enemy unit this Round, reduce Momentum by 2.

Otherwise, reduce Momentum by 1.

UNIT TYPE ABILITIES

Infantry — Comrade Shield

If this unit is within 3" of another friendly Soviet Infantry unit, it gains Light Cover.

Vehicles — Shock Steel

The first time this unit is targeted each round, downgrade the attacker’s Hit Die tier by 1.

Monster — Red Fury

Once per activation, when this unit destroys a model during its activation, it may make one additional melee attack.

Aircraft — Burning Sky

Once per round, when this unit deals damage to an enemy unit, choose a different enemy unit within 6" of the target.

That unit suffers 1 automatic damage.

Naval — Industrial Ironclad

The first time this unit is dealt damage each round, reduce that damage by 1 (to a minimum of 1).

Showcase Units:

Soviet Commanders can expect high resistance units with above average health and armor.

Tesla Troopers:
The elite and armored backbone to Soviet Infantry. Units armed with Tesla weaponry need not worry about making sure their attack damage, so long as their bolts strike, damage can be assured. And enemy vehicles that find themselves too close to this unit can expect to see their systems shocked, causing their movement to be lessened.

Terror Drone:
This mass of mechanical might can make short work of units, able to move through enemy vehicles and take chunks out of them. Fast (for a Soviet unit) they can put out some good damage to some heavy vehicles with a 7 FP weapon.

Kirov:
Nothing is more iconic to Soviet forces than the Kirov Airship. Slow moving, but heavier armor than what a aircraft should have, this unit will lumber towards targets and drop its payload.

Dreadnought:
A seabound artillery platform. able to launch a barrage of powerful rockets to take out threats on land or sea. Hard to kill, this unit will show you enemies that: "The seas will run red!"

Stick around for closer looks at more factions next time, or check it out on Tabletop Simulator now!
https://steamcommunity.com/sharedfiles/filedetails/?id=3727360472

u/Legoman249 — 6 days ago

Command and Conquer Tabletop Wargame: Rules and Faction Focus 1 - GDI

Good day all,

I wanted to go through some of the rules for the C&C Tabletop Wargame project i've been working on and give you all a look into some of the abilities, rules and units you can bring to the table.

To set the scene for this game, lets go to another universe, one where time travel became possible. In this altered reality, the Allies, along with the brilliant mind of Albert Einstein, sought to end WWII before it ever occurred. This led to the assassination of one prominent figure before his rise to power in Germany. This altering of time lines created a new universe, where the Soviets went unchallenged and grew power until it could invade the Allied countries. This opened up many new ideas about possible universes, many diverging and converging timelines, in a great web time. A figure known as Kane, sought to use this technology to...quicken... the rise of Tiberium. The mixture of these two elements, of time and Tiberium, had very unexpected effects. Reality tore apart and many timelines became one. Factions come together in this new and perilous world, rivalries still burning, and the need to Command & Conquer all.

Today we will start off with one of the longest running factions in the Command and Conquer series:

GDI (Escalation Era)

The GDI ( Global Defense Initiative) come into this fractured new reality keeping their doctrines and goals mostly intact. In their universe the containment of Tiberium was their primary goal, and they still look to do so, while also looking to restore some semblance of world order. This GDI is a little more weathered, having faced 3 Tiberium Wars, the Firestorm crisis, seen the rise, fall, and rebirth of Nod with its prophet Kane, and alien creatures sought to harvest the Earth of Tiberium.
This GDI comes from Tiberium Wars and Kanes Wrath (Otherwise known as the Escalation Era).

This faction looks to restore order through displays of dominance and control, and does not mind stepping on others toes (even of its allies) if it means getting that control. This can also be seen in how they play and some of the units they can field.

In this game each faction has its own main army mechanic, and then each different unit type gets a little bonus to help push the ideas of how they play.

GDI main faction mechanic is:

Theater Suppression Grid

At the end of each Round, each Objective Marker or Supply Node controlled by GDI becomes a Secured Zone.

A Secured Zone extends 6" from that marker.

Enemy units inside a Secured Zone are Suppressed by the Grid.

Friendly GDI units inside a Secured Zone are Linked to the Grid.

If GDI loses control of the marker creating the Secured Zone, remove that Secured Zone immediately.

Round 1+ Effect: Secured Advance

Active from the start of the battle.

Linked to the Grid

Friendly GDI units inside a Secured Zone gain:

  • +1 AV against ranged attacks.
  • Count as +1 base when contesting or controlling Objectives and Supply Nodes.

Suppressed by the Grid

Enemy units inside a Secured Zone suffer:

  • –1 to Hit when attacking GDI units inside that same Secured Zone.

Round 3+ Effect: No-Man’s-Land Protocol

Starting at Round 3, GDI’s secured zones become harsher.

Enemy units inside a Secured Zone also suffer:

  • They cannot refresh Command Tokens while inside a Secured Zone.
  • If they begin their activation inside a Secured Zone, they suffer –2" Movement this activation.

Friendly GDI units attacking enemies inside a Secured Zone may choose one:

  • Reroll 1 failed Hit Roll, or
  • Ignore Light Cover.

Round 5+ Effect: Full Theater Lockdown

Starting at Round 5:

Enemy units inside a Secured Zone cannot contest Objectives or Supply Nodes unless they have more bases contesting that marker than GDI does.

Once per Round, when a GDI unit destroys an enemy unit inside a Secured Zone, one friendly GDI unit inside that same Secured Zone may refresh 1 Defensive Command.

This mechanic helps push the idea of GDI looking to control the board and lockdown any threats.

Each unit type also helps push the elite training and defensive capabilities that each GDI unit has.

Infantry — Disciplined

Improve all ranged attack rolls by +1.

Vehicle — Armored Frame

If this unit did not move during its activation:
→ Gain +1 AV
→ Reroll 1 failed attack die

Aircraft — Steel Angels

If this aircraft moves at least 10”:
→ Gain +1 AV until its next activation.

Naval — Guided Depth Charge

Once per activation, when this unit moves within 2” of an enemy Submarine, it may perform a Guided Depth Charge attack instead of a normal attack:

Roll 2(d8). Each result that meets or exceeds the target’s AV deals 2 damage.

This attack ignores Cloak on submerged unit.

Showcase Units:

GDI has many different units that really showcase how they fight.

Zone Troopers:

These elite infantry units can hold the line against even some of the heavier vehicles that can take the field.
Equipped with Rail Rifles, an 18" 2 attack weapon shooting d10s, these soldiers are pretty accurate, and with the bonus +1 to hit, they can put out some reliable hits. Each base is 6 hp 5 av so they have the same armor as some light vehicles.
Their ability helps them stay on the field a little longer, reducing the amount of damage the first time they are hit each round.

Mammoth Tank:

Every Tiberium war has seen the use of a Mammoth Tank. This one although not nearly as massive as the Mammoth MkII Walker, is a prime example of armored dominance.

Fielding twin 150mm Cannons and Missile Pods to boot, this Mammoth can hold its own in many situations.

Like the Zone Troopers, their ability allows them to shrug off some damage.

Orca:

Like the Mammoth, this unit has become a staple of the GDI arsenal. This quick gunship unit can put out some strikes on ground targets, and retreat back to rearm. Having slightly more HP and AV than other aircraft available to other factions, they can stay in the fight longer.

If you want to use these units, be on the look out for a dropbox with GDI Field Manual, as well as unit cards. Until then keep an eye out for more to come.

u/Legoman249 — 9 days ago

Command and Conquer Tabletop Wargame Rules book

Hello all,
After some revisions, I have here the current rules doc for the Command and Conquer TTWG for you all to look at, give feedback and even try it out! This is an active work in progress project that I want to continue to update and support.

Find the rules here!

My next goal is to get all the unit cards up to date with current standards, and finish up the Field Manuals for each faction (Faction rulebook). In the meantime, here are some small Faction Rule snippets:

USA Faction Rules and Abilities

Strategy Center Doctrine

At the start of each Round, after Initiative is determined, choose one Strategy Doctrine.

That Doctrine remains active until the end of the Round.

You may not choose the same Strategy Doctrine two Rounds in a row.

Search and Destroy

USA units with the Designator keyword increase their Designator range by +6".

The first friendly USA unit each Round that attacks a Designated target may reroll 1 failed Hit Roll.

Hold the Line

The first time each Round a friendly USA unit within 6" of an Objective Marker, Supply Node, Drone, or friendly Command unit is attacked, it may gain 1 Fortify Defense or 1 Evade Defense.

Bombardment

Friendly USA Artillery, Missile, Aircraft, and Naval units attacking a Designated target ignore Cover.

If the attack has the Indirect keyword, it does not suffer the normal Indirect Fire penalty when attacking a Designated target.

Allies Faction Rules and Abilities

Temporal Correction

At the start of each Round, after Initiative is determined, the Allied player rolls 3d6 and places them in their Correction Pool.

Each Correction Die provides a modifier based on its result:

Correction Die Result Modifier
1–2 1
3–4 2
5–6 3

Once per activation, when a friendly Allied unit or an enemy unit makes a Hit Roll, Damage Roll, Defense Roll, the Allied player may spend one Correction Die.

Choose one:

  • Corrected Outcome: Add the Correction modifier to a friendly roll.
  • Temporal Interference: Subtract the Correction modifier from an enemy roll.

Remove the Correction Die after it is used.

Temporal Anchors

During the End Phase, count the number of friendly Allied units with the Chrono or Cryo keyword that are controlling an Objective Marker or Supply Node.

At the start of the next Round, add +1 Correction Die to your Correction Pool for each unit counted this way.

The Correction Pool can never contain more than 5 dice.

GDI UNIT TYPE ABILITIES

Infantry — Disciplined

Improve all ranged attack rolls by +1.

Vehicle — Armored Frame

If this unit did not move during its activation:
→ Gain +1 AV
→ Reroll 1 failed attack die

Aircraft — Steel Angels

If this aircraft moves at least 10”:
→ Gain +1 AV until its next activation.

Naval — Guided Depth Charge

Once per activation, when this unit moves within 2” of an enemy Submarine, it may perform a Guided Depth Charge attack instead of a normal attack:

Roll 2(d8). Each result that meets or exceeds the target’s AV deals 2 damage.

This attack ignores Cloak on submerged units

GLA Demo General — Volatile Opening

During your Supply Phase, choose one friendly Demolition General unit with the Volatile Weapon keyword.

That unit may immediately make a full normal activation.

A unit activated this way counts as having activated for the round and cannot activate again during the Command Phase unless another rule specifically allows it.

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u/Legoman249 — 11 days ago

C&C Tabletop wargame Unit cards and Rules

Good day all, I have been hard at work refining an idea i had for a C&C Tabletop wargame like Warhammer 40k and now the Starcraft Tabletop wargame!
Ive loved C&C for a long while as it was my introduction to PC gaming, and i wanted to combine it with my love of Tabletop Wargames. I have previously posted on here some of the work i had done, but i was never really happy with it. I wanted to share the progress it has made since then!

The game currently features 6 factions from the 3 series of Command and Conquer -
Generals - USA, GLA
Tiberium (Tib 3) - GDI, Nod
Red Alert (RA 3) - Allies, Soviet
Future goals of this project is to bring China, Empire and Scrin to the game, Subfactions for each Faction, and bringing some Cut content and concept units to fill out rosters. I also want to bring Naval units to each faction to go with Red alert supporting Naval combat.

I still have a lot of work to do with this project but i feel like there has been some very good progress made from last time, and even had some playtesting!

Let me know what you all think and ill put out the rules to anyone interested.

u/Legoman249 — 12 days ago