Battlemode FAQ and feedback

Ok, can anyone interested in taking part please message me with an email address so I can email you an NDA and we can get you onto the playtest group.

We can start dialogue there :slight_smile:

I have many questions so looking forward to hearing from you all.

Our mailing addresses:

shrekterorist@gmail.com - itā€™s me

Dron511@gmail.com - D511

pinkeynthtoer@gmail.com - leader of the Moscow Community

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our mailing addresses are above

How do we message you? These forums donā€™t seem to have a PM function.

We wrote our addresses right here, but the messages were hidden and sent for moderation as suspicious for spam. We are waiting for the check and return back.

Ok, thatā€™s hitting our filter due to putting email addresses.

Probably safest to use the link here to sign up, Iā€™ll then get you into the group and we can talk more :slight_smile:

It refers to TTS, but this is fine for physical play (where safe) also.

Signup

Click on my avatar and there is a message option in there.

Or see the below link for sign up.

I registered using the link. What are the next actions?

Iā€™ll get in touch, get you into the playtest group and start a new thread there.

Step one is questions. What are you doing with BM, what works, what doesnā€™t, what do you want to see next sort of thing.

Give me a few hours to clear some space then Iā€™ll start getting folks booked in.

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there are some thoughts after the series of games in Battlemod:

  1. 5 missions with 3 types of them and only 1 type of deploying is not enought when you playing friquently.
    Possible solvings - using various deploy type (by quarters for example), missions with atacking and defending roles, a Maelstrom Missions pack and so on may help to increase the variety of tactical situations.
  2. There are some obvious choices for army rosters and equipments that uses much more friquently then anothers. So rosters inside fractions changes very little after understanding it.
    Possible solvings - balancing point cost of models and equipment depending on their roles in the Battlemod (without breaking narrative balance and economics). Increasing role of the support units like Supermutant`s slave tech, BoS scribes, medics and so on. Using some item equipments may help too.
  3. Some latest units and fractions looks like having more advanced game mechanics then more earliest (like Enclave auras abilities or some unit`s abilities in wave 2 and 3).
  4. There are no much difference between fractions in game process or their features not using in game. For example, supermutants immune to the rad damage, but there is not much of it in Battlemod and BoS have not fraction`s ability at all :slight_smile:
  5. The role of random looks little uncomfortable for competition play - skill roll`s unmodifaying result on ā€œXā€ is 16,5% and it is affected game process.
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Here is a list of the main questions that I managed to recall right away:

  1. The cost of the models. At the moment there are questions about the cost of some models. Perhaps in terms of the total amount of indicators, the SPECIAL Knight of BoS in power armor is steeper than Brut with a heavy weapon, but in the main part of these parameters it is not used and the combat potential of the unit suffers noticeably. Another example is Maxson. It costs 140 points, and the Overlord is 155. In order for Maxson to catch up with the Overlord in basic stats, he should wear the T60f for another 108 points, which makes 248 points in total, while the Overlord will pump himself up with perks and take up weapons for this amount.

  2. It would also be interesting from what the cost of a unit in general is calculated.

  3. The cost of weapons and some items. For example, a plasma rifle or T51 are useless for their cost. We drew attention to the fact that there is a problem with the fact that some of the weapons, in principle, are not taken, and receipts become monotonous.

  4. Factional features in BM are less relevant for some factions. For example, the factional feature of the Brotherhood has become useless in BM.

  5. Entering the use of items in the BM. Our community has been playing with the following rules for the use of things for a year now: Units, weapons and power armor are used in accordance with the fraction force lists. And the rest of the items, mods, clothes, regular armor, drugs, food, alcohol and equipment can recruit any units. As the past year has shown, squad gathering is becoming more flexible and effective outsiders feel more confident that strong factions do not gain a clear advantage.

  6. It is necessary to expand the scenarios of the BM. Now there are too few of them. We played them to the holes. This Saturday at a tournament in Moscow we will be testing a fan script for ā– ā– ā– ā– ā– ā– ā–  BM from comrades from Germany. We will give feedback on the results

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Hey, kudos to you guys and all the other playtesters! Thank you for your help! :+1:

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I donā€™t know if this is intentional or not, but BM scenarios have deployment zones within red, while objective markers are placed just outside of red. This means that itā€™s possible to deploy two of your own objective tokens right on the edge of being outside of red, and then deploy starting units right on the edge just inside of red. So units essentially start the scenario already in base contact with their objectives.

This is probably the ā€œbestā€ play to make in every match, as it is a fairly brain-dead way of getting those first two objectives. It doesnā€™t cause any imbalance or anything and players can still fail their dice rolls. But I feel like it strongly encourages this part of setup to be the same in every match.

I think you do not understand the situation correctly. The key words here are: ā€œwithin the redā€ and ā€œoutside the redā€, even if the markers are almost in the butt to the zone, the models are still not in b-t-b with markers, as one is inside, and the others are outside. You must declare movement to make contact with the marker and then check. Thus, it is no longer obvious that the position of the markers is point-blank to the placement zone, since it is often advantageous to move forward to the marker without losing the distance of movement and then check.

That may be the intention of the designer, but thatā€™s not how it reads to me at all. ā€œOutside of redā€ implies that I can place a red template on the edge of the table, and then place the marker right up against the other end of the red template so they are touching. ā€œInside of redā€ implies to me that I can place the same red template, and place my model so that the outer edge of my base touches the outside edge of the template. I say this is what it implies to me because that is how all measurements in the game are performed. When you do those two things combined, you end up with a model that is touching an objective marker.

At the very least, I would suggest a clarification to the deployment rules.

It is not possible to send a message to you. There is always an error. Registered now through the Link.

Hello, from Moscow, wasteland dwellers.
I have organized more than ten Fww tournaments already. And we see several problems, some of them have already been described by my colleagues above:

  1. Missions BM need to expand - the number that there is very little. Now I am doing some missions based on the idea of ā€‹ā€‹capturing the flag. I also (thanks to the German guys) made maps with random mission generation.
  2. Weapons are a big problem. The biggest is that 99% of our roasters have a power hammer. Anyone who can take it always takes it. It simply has no competition even at a price of 30 caps.
    Plasma weapon - Plasma pistol and rifle - the former is super strong, the latter almost makes no sense due to 6 * shooting and price.
  3. I am a mechanist player, and for almost a year now I have been waiting for at least some hints of a list in BM for this faction.
  4. At my events, I often allow the use of ā€œitemsā€, this allows factions (BS Surv ā€¦) to be much more flexible and interesting - but makes mutants just super-strong. Here you need to think about prices.
  5. Brotherhood of Steel - the faction is clearly conceived as specialists in their field, but in BM they almost always lose.
  6. There are a lot of interesting models - slave, scribes and many others - but they are not needed for BM missions. With power armor and a hammer, itā€™s easier to break computers than hack them.
    Sorry for my english)
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Ok, Iā€™ve just emailed everyone who completed the form.

Please do poke me if you didnā€™t get the email.

Iā€™ll start moving this to the playtest forum so we can talk more.

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