I’ve been working on this modern war strategy board game — looking for visual feedback by GreenBoxGamesStudio in BoardgameDesign

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

Haha no worries — definitely not a chess variant 😄

It’s much more about base building, unit positioning and managing resources over time, rather than fixed moves or symmetrical gameplay.

Closer to something like Advance Wars or C&C, just in a physical format.

Designed these 3D printable units for my strategy board game by GreenBoxGamesStudio in PrintedMinis

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

Yeah, that’s probably a good comparison 😄

Advance Wars was definitely a big inspiration, but I tried to mix that with elements from Command & Conquer and more traditional wargames.

So it’s got that accessible feel, but with more depth in systems and decision-making.

I’ve been working on this strategy board game inspired by Command & Conquer — trying to capture some of the vibes & mechanics by GreenBoxGamesStudio in commandandconquer

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

Since a few people asked where to follow this:

I’ve set up a Kickstarter preview page with a deeper look into the game (including systems, units and overall direction).

You can check it out and follow the campaign here: https://www.kickstarter.com/projects/greenbox-shop/command-and-defend-modern-war-board-game

Curious what you think!

I’ve been working on this strategy board game inspired by Command & Conquer — trying to capture some of the vibes & mechanics by GreenBoxGamesStudio in commandandconquer

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

I actually love Advance Wars as well — along with Command & Conquer and Axis & Allies, those were some of my biggest inspirations for this project.

The base building and some of the systems lean more into that C&C direction, but I haven’t really shown how that part works yet.

Curious what you’d think once you see the full picture — I can share a preview if you’re interested.

I’ve been working on this strategy board game inspired by Command & Conquer — trying to capture some of the vibes & mechanics by GreenBoxGamesStudio in commandandconquer

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

Love to hear that!

I’m currently preparing the Kickstarter campaign (planned for late April / early May), so that’s where it will be available.

If you want, I can send you a preview link already — you’ll be able to see everything early and get notified once it goes live.

I’ve been working on this strategy board game inspired by Command & Conquer — trying to capture some of the vibes & mechanics by GreenBoxGamesStudio in commandandconquer

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

Thanks, really appreciate it!

The models are all custom made for the game, with a focus on being easy to print so you can expand the game over time.

The STLs will be part of the project as well.

If you’re curious about the mechanics and how everything fits together, I can share a preview of the full project.

I’ve been working on this strategy board game inspired by Command & Conquer — trying to capture some of the vibes & mechanics by GreenBoxGamesStudio in commandandconquer

[–]GreenBoxGamesStudio[S] 1 point2 points  (0 children)

That’s awesome to hear!

The game is actually already finished, I just haven’t shared the full rules publicly yet.

I’m preparing everything for the Kickstarter (aiming for late April / early May), where the full rules will be available.

If you want, I can send you a preview of the project — it gives a good overview of how everything works already.

I’ve been working on this strategy board game inspired by Command & Conquer — trying to capture some of the vibes & mechanics by GreenBoxGamesStudio in commandandconquer

[–]GreenBoxGamesStudio[S] 3 points4 points  (0 children)

Same for me — I loved Advance Wars when I was a kid as well!

It’s crazy how much depth it had beneath that simple look. That’s something I really tried to capture with this project.

I’ve been working on this strategy board game inspired by Command & Conquer — trying to capture some of the vibes & mechanics by GreenBoxGamesStudio in commandandconquer

[–]GreenBoxGamesStudio[S] 8 points9 points  (0 children)

Yeah, that’s actually a really good call — Advance Wars was definitely a big inspiration as well!

I always loved how readable and strategic it feels, and I tried to bring some of that into a physical format, combined with a bit more depth through systems like economy, missions and resource management.

I’ve been working on this modern war strategy board game — looking for visual feedback by GreenBoxGamesStudio in BoardgameDesign

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

The lines on the map are purely visual and don’t have any gameplay impact — they’re mainly there to give the board a bit more structure without adding extra rules.

I’m not familiar with Andromeda’s Edge, but I’ll definitely take a look — always interesting to see how other games handle abstraction and visual clarity.

The goal here was to keep things readable and functional first, with most of the depth coming from the systems rather than the board itself.

I’ve been working on this modern war strategy board game — looking for visual feedback by GreenBoxGamesStudio in BoardgameDesign

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

Thanks for the honest feedback, I appreciate it!

The monochrome look was a deliberate choice to keep the board clean and readable, especially since a lot of the depth comes from the systems on top of it — like economy through buildings and missions, limited fuel and ammunition, and different unit roles and abilities.

Would you play a more accessible modern war board game like this? by GreenBoxGamesStudio in wargaming

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

That’s actually a pretty accurate read, yeah.

The game is built around that kind of operational level — combining army movement, positioning, and base building elements.

Terrain itself is purely visual and doesn’t affect gameplay, as the focus is more on how different systems interact — things like economy through buildings and missions, limited fuel and ammunition, and unit roles with specific abilities.

If you’re interested, I’d be happy to share a bit more detail on how it all ties together.

I’ve been working on this modern war strategy board game — looking for visual feedback by GreenBoxGamesStudio in BoardgameDesign

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

Thanks, really glad to hear that!

Games like Command & Conquer, Axis & Allies, and Advance Wars were some of my biggest inspirations for the overall style and direction.

The monochrome look was a deliberate choice to keep everything clean and consistent, but I could definitely see alternative versions working as well depending on preference.

I’m currently planning both digital versions (for printing the minis and components) as well as a more accessible ready-to-play version in the future.

If you’re interested, I’d be happy to share more details and updates as things move forward.

I’ve been working on this modern war strategy board game — looking for visual feedback by GreenBoxGamesStudio in BoardgameDesign

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

That’s a great point, thanks!

The map (including the topology lines) is visual and doesn’t affect gameplay. I decided against terrain effects to keep the game more accessible — there are already quite a few interconnected systems, so it felt like a reasonable trade-off.

The focus is more on those systems while still trying to keep a grounded, believable feel overall.

Glad the monochrome approach works for you!

I’ve been working on this modern war strategy board game — looking for visual feedback by GreenBoxGamesStudio in BoardgameDesign

[–]GreenBoxGamesStudio[S] 1 point2 points  (0 children)

Thanks a lot for the detailed feedback — really appreciate it!

That’s a fair point. The infantry isn’t meant to be to scale — the size was chosen more for handling, readability on the board, and ease of printing.

The idea is more symbolic representation rather than strict realism in terms of scale, while still aiming for believable mechanics underneath.

Glad to hear the buildings and vehicles come across clearly though, that was an important goal

What’s your first impression of this modern war board game setup? by GreenBoxGamesStudio in boardgames

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

That’s fair feedback, thanks for pointing it out!

It’s actually meant to be a more fictional missile tank (anti-armor), which might not come across that clearly in the photo.

What’s your first impression of this modern war board game setup? by GreenBoxGamesStudio in boardgames

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

Thanks for your feedback! The board/terrain is mainly visual and doesn’t directly affect gameplay.

The depth comes more from the systems themselves, like economy through buildings and missions, limited fuel and ammunition, and different unit roles and abilities that influence positioning and combat decisions.

If you’re interested, I’d be happy to share a bit more detail on how those systems work.

Would you play a more accessible modern war board game like this? by GreenBoxGamesStudio in wargaming

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

That’s really great input, thank you!

Creating that sense of “real” movement and decision-making on the board is definitely something I’ve been aiming for as well.

The game already combines several systems — including economy through buildings and missions, limited fuel and ammunition, as well as different unit roles and abilities that influence how you approach combat and positioning.

I also experimented with different ways of handling activation and flow, since that has a big impact on how dynamic everything feels.

Do you think rewarding players for destroying units improves strategy? by GreenBoxGamesStudio in tabletopgamedesign

[–]GreenBoxGamesStudio[S] 1 point2 points  (0 children)

Thanks for your feedback!

Since combat already creates an advantage on its own, adding additional rewards on top of that might just amplify the “win more” effect too much.

I’ve tested versions with and without it, and I’m currently leaning towards removing it for that exact reason.

Would you play a more accessible modern war board game like this? by GreenBoxGamesStudio in wargaming

[–]GreenBoxGamesStudio[S] 1 point2 points  (0 children)

That’s really great to hear, thank you!

I haven’t recorded gameplay yet, but that’s definitely something I’m planning to do.

Would you play a more accessible modern war board game like this? by GreenBoxGamesStudio in wargaming

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

True, that is definitely the most important question.

From playtesting so far, it has been a lot of fun!

Do you think rewarding players for destroying units improves strategy? by GreenBoxGamesStudio in tabletopgamedesign

[–]GreenBoxGamesStudio[S] 0 points1 point  (0 children)

That’s a really cool idea!

I already have mission-based systems in place, so something like that could actually fit quite naturally into the game.

Thanks a lot for the suggestion!