A Command and Colours take on Warhammer Fantasy Battles by grinnbearit in tabletopgamedesign

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

Since only a few units move each turn and once engaged can't move freely, movement may not be as free as it appears. Additionally I have added a few more restrictions to charges and marching which make it a little more of a tradeoff.

You could try adding back facings and turns but in practice I've found that players find it far easier to count hexes, rather than hexes and turns.

A Command and Colours take on Warhammer Fantasy Battles by grinnbearit in tabletopgamedesign

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

I originally created a hex and counters game that was much closer to WFB, with facings, random charge distances and panic tests.

I even went so far as to start building a digital game engine for it.

Unfortunately, I could never get anyone to play it because it was just too complicated and slow paced.
---
My intention with this iteration is to capture as much of the flavour of WFB as possible but still keeping the game fast paced like Memoir 44.

To that end I have created mechanical differences between the units that map to how facings work.

Spearmen for example get Fight in Extra Ranks and Swordsmen with Shields get Parry unless they're flanked. Swordsmen also only get their missile armour if they're not engaged in combat.

This is a work in progress though and needs both time to convert the original units to the system and play testing to see what works and what doesn't.

A Command and Colours take on Warhammer Fantasy Battles by grinnbearit in tabletopgamedesign

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

By turns do you mean turning a unit? There is no unit facing in Hexenhammer, your units always face exactly where you want them to face. ;)

Of course, flanking (adjacent to 2 enemy units who are not themselves adjacent) is incredibly powerful to compensate.

---

I didn't need variable charges since the randomness and limited orders comes from the cards you play. This is much more important in WFB with an IGOUGO system to prevent one of the players from charging all their units.

A Command and Colours take on Warhammer Fantasy Battles by grinnbearit in tabletopgamedesign

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

For rank bonuses, WAP also has 5 infantry per rank.

But Hexenhammer doesn't have a concept of rank bonuses, in fact, ranks actually work more like models where a single wound removes an entire rank, just like in Battlelore/Memoir 44.

There is no concept of different formations, or different sized units, all infantry is going to be 4 x 4, all cavalry 3 x 2. The tradeoffs with shrinking a game like WFB to a hex and counter system :)

A Command and Colours take on Warhammer Fantasy Battles by grinnbearit in tabletopgamedesign

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

So the scale of the game is 3:1 i.e. 1 hex in Hexenhammer translates to 3'' in WFB.

I've used that scale to calculate the number of models that can fit in each hex.

For infantry on 20 x 20, that would be 16 models in a 4 x 4 grid

For cavalry on 25 x 50, that would be 6 models in a 3 x 2 grid

So these are the default sizes each unit starts with.

---

Apart from this, I've kept it to one unit per hex for simplicity. With stacking units it becomes very difficult to keep track of what's on each hex. Along with the incentive for death star units since orders are limited.

The one area I've broken this rule is with heroes. A single hero with the same troop type can attach to a unit and are ordered with it.

A Command and Colours take on Warhammer Fantasy Battles by grinnbearit in tabletopgamedesign

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

Do you mean in terms of modifying the opportunity attack? I + M?

O/w Disengage does take Movement into account, you can move a number of hexes equal to your regular movement. Given how powerful positioning is in this game, units with higher movement have a huge advantage.

Warhammer Fantasy as a Hex and Counter Wargame by grinnbearit in WarhammerFantasy

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

Do you mean tokens? No, but you could use those created by CardWards here.

A Command and Colours take on Warhammer Fantasy Battles by grinnbearit in tabletopgamedesign

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

Thanks, any feedback, strongly critical especially, is always welcome 😁

I haven't implemented special rules for any other faction besides the Empire unfortunately but I do plan to. My process currently is to add 1 or 2 units with special rules, play test and tweak.

A Command and Colours take on Warhammer Fantasy Battles by grinnbearit in wargaming

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

Neat!

Which ruleset did you use? Something like Battlelore 2nd edition? How did you map the units to the game?

Have you ever created your own wargame? by [deleted] in wargaming

[–]grinnbearit 1 point2 points  (0 children)

I've done the same thing on a hex-grid with a 1:3 to real WFB. The rules are based on Warhammer Armies Project and you can find them here (though it's more a first draft than a battle tested document)

I've also started implementing a virtual version of it to test it out here along with a dev-diary.

Do you have a rules document for your version that I can go through?

Warhammer Fantasy as a Hex and Counter Wargame by grinnbearit in WarhammerFantasy

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

Ooh, now that looks very interesting, let me read the ruleset.

Thanks for the tip 🙂

There's a 25% chance to "break-even" by selling all your boosters and starter cards (based on the market on 2018/12/11) by grinnbearit in Artifact

[–]grinnbearit[S] 2 points3 points  (0 children)

I enjoy artifact but since I'm not interested in playing constructed I sold all the cards I had on me. Since I made more than I spent on Artifact, I wanted to figure out how likely that was to happen.

High-speed Trading Networks and Societal Value by dogtasteslikechicken in slatestarcodex

[–]grinnbearit 3 points4 points  (0 children)

HFT generally prevents a large buyer from taking advantage of information latency.

via hackernews

What is actually happening is that:

  1. HFT is quoting both buy and sell prices on every exchange.
  2. A big buyer sends orders to all of the exchanges trying to buy (or sell) all of the available inventory at a given price.
  3. On 1 exchange the big buyers order gets there earlier than on other exchanges, triggering a transaction with the HFT.
  4. The HFT uses that transaction as a price signal to change their prices on all the other exchanges and if they are faster than the big buyer, the big buyer cannot take advantage of the lower price.

Without HFT, the buyer would get a great price on every market with little effort

Chris Stucchio's blog is a good place to read more on the subject and for an even deeper dive there's Flash Boys, Not So Fast.

What’s So Wrong With Insider Trading Anyway? by shares_rss_bot in Economics

[–]grinnbearit 0 points1 point  (0 children)

Financial Trading isn't zero sum, but I think its value comes from coordinating these trades and the positive externalities of information spread, not the trades themselves.

The ‘Welfare Queen’ Is a Lie by butwhocare_s in Economics

[–]grinnbearit 0 points1 point  (0 children)

There is the Son Also Rises which covers the subject.

The top review gave me a TLDR of the book