Battle Brother Detachments, Ogres and a Double Tap update

Age of Fantasy, Double Tap, Firefight, Grimdark Future, Skirmish, Update

Hi everyone,

Sorry for the late update but I’ve been extremely busy these days, and actually I am really busy right now too so let’s get straight to the update! :D


Double Tap

I’ve been looking at people’s feedback and decided that the game needs to have a lot more detailed explanations. In order to fit them in I’ve decided to split up the rules and give the unit building section its own page. With this new added space I’ll be looking into adding advanced rules to the game sometime in the future, but for now here’s what’s been updated:

  • The mission has changed, now it’s objective based.
  • When failing a morale test in melee units are stunned now.
  • Clarified that actions and reactions are simultaneous.
  • Clarified that units in melee can only react to units in base contact.
  • Modified unit creation a little.

For GF and AoS we’ve got 2 new armies:

Battle Brother Detachments are sub-factions of Battle Brothers and can be used to change up their combat style with new units and special rules.

Ogres are large and monstrous humanoids that have been pillaging Tyria since forever. Their armies are small but extremely durable.


There’s also a couple of other updates:

Alien Hives (Firefight)
– fixed the cost of soul-snatchers

Soul-Snatchers (Firefight)
– fixed the unit size of elite snatchers

TAO Coalition
– clarified that spotting lasers need LoS
– battlesuits can now wield energy swords

Forces of Havoc
– clarified what wings do in upgrade list D


You can get the updates for each game here:

Happy Wargaming,

Gaetano

Large update: two new factions, lots of fixes and more…

Age of Fantasy, Double Tap, Firefight, Grimdark Future, Skirmish, Update

Hi everyone,

Today we bring you the first update to our new rules, which introduced two new factions, fixes a lot of mistakes, adds some new units, changes some names, and more.

The biggest thing is the addition of two new factions, so let me introduce them formally here:

Soul-Snatchers are evil aliens that invade planets covertly, infecting the local population and mutating them to fight for their cause. Their army mainly consists of infantry units that can scout into battle and have plenty of tricks up their sleeves.

Chivalrous Kingdoms are factions of religious fanatics that consider technology to be heresy and stick to the old fashioned way. Their army consists mostly of cavalry with the lance formation special rule, which makes them brutal on the charge.

There’s also a ton of other stuff that has been updated, so here’s a big list in bullet points for you to enjoy:

General

  • Re-phrased the modifiers section to make it clear that you roll 6+/4+ on a 7+ or higher, and not just on a 7+
  • Re-phrased the AP rule to make it easier to understand
  • Re-phrased the Furious rule to avoid confusion
  • Re-phrased the Sniper rule to avoid rules conflicts

GF: Firefight

  • Clarified that stunned units can’t seize objectives

Battle Brothers

  • Fixed some mistakes in vehicle upgrade lists G and H

Orc Marauders

  • Re-worked the Attack Beast entry in upgrade list B

Havoc Brothers

  • Mutated Destroyers are now Tough(3)
  • Havoc Brothers can now replace Assault Rifles for Pistols + CCWs
  • Units of Havoc Brothers can now replace only one Assault Rifle for a heavy weapon

TAO Coalition

  • Updated the costs of upgrade list A
  • Re-named “scouts” to “spotters” to be more thematic
  • Spotters now have the Scout special rule

Alien Hives

  • Added new “invasion spore” unit

Orcs

  • Re-phrased the Frenzy rule to avoid confusion
  • Added a Great Weapons option for Black Orcs

Vampiric Undead

  • Re-named the wraith and banshee heroes to “ancient wraith” and “ancient banshee”
  • Added new “bone horror” unit

Double Tap

  • Fixed some minor text mistakes
  • Added a section on modifiers
  • Raised the game size to 75pts per side
  • Re-worded the shooting section to clarify what a block is
  • Clarified that reactions are for both movement and activations
  • Clarified that you can’t shoot as part of a move reaction
  • Clarified that you must move by 2″ when dodging
  • Changed the way ranges are displayed to make it easier to read
  • Added a Sword to the weapons list
  • Added the Stealth special rule
  • Modified how the Doctor special rule works to be more thematic
  • Modified the Martial Arts special rule to work both when acting and reacting
  • Modified the Sixth Sense special rule to be clearer

That’s it for now, you can get the updates for each game on their respective pages here:

Happy Wargaming,

Gaetano

preview-grimdark-future

Introducing Double Tap and the future…

Double Tap

Hello there,

Today I’m going to make the last update regarding the new version of everything.

In our previous iteration we used to have our 4 core games, but also a lot of other small games. Whilst we liked those games, we think that they deserve better treatment, so we have removed them for now as we work on a new concept for them.

What we would like to do with our non-core games is to have them be smaller self-contained titles which come with unit creation systems. This way players are able to customize the games to their liking and to be playable with whatever models they have.

So here is our first game in this new format…

preview-double-tap

Double Tap

Double Tap is a game of fast-paced firefights set in the near future. The game is based around a reaction system which keeps both players engaged at all times, and which simulates the intricacies of modern combat quite well.

Whilst the game has rules for near-future abilities, such as hacking and active camouflage, it can be played using any modern combat miniatures from WW2 to contemporary military.

At the center of this game is an action/reaction system which makes it so that both players are almost taking turns together. The system also allows you to activate the same unit multiple times during the same turn, so you can expect crazy heroics to happen quite often!

Unit Creation

In order to keep things simple we are introducing a 4 step unit creation system, which should hopefully be intuitive enough to be easily understood.

The way it works is pretty straight forward:

  1. Pick a quality value for your unit
  2. Choose a weapon for it
  3. Add special rules if necessary
  4. Total the points together

This is the system which we would like to keep using moving forward for any other one-page games in this style. By using one coherent unit creation system across these games we hope to lower the barrier of entry and get you to the table happily rolling dice faster.

That’s it!

All right, so now that we have you updated on all the systems what’s next?

Over the next couple of weeks I will mainly be focusing on adding a ton of armies for our core games and on generally refining what we have put out so far. At the same time I am going to slowly start working on more one-page games and see where those take us.

Sooooo, that’s truly it for now, talk to you again soon!

Cheers,

Gaetano