BrikwaRTS

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Brikguy0410
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BrikwaRTS

Post by Brikguy0410 » Thu Jan 09, 2014 3:10 pm

This is my version of a brikwars rts,


There are certain locations on the board, which must be clearly visible and defined to all players,except pedonuker, who has to guess where they are :P when any of your INFANTRY units enter this area, this location is now under the player to whom the unit belongs, place something (a flag,crest etc) on that location every turn, for each "strategic location" you control, you get a set amount of cp, starting the turn after you claim a location, remember, your enemies can capture locations that belong to you, so make sure they are defended.

This chart shows you what you can buy with your cp, but feel free to think up your own!


Outpost:40 cp,a tall tower where units can snipe from

Med-bay:165 cp,when any infantry unit you control dies, roll a d6, when you roll +5 that unit respawns there the med bay can take 10. Hits before being destroyed and has armor 4

Robot factory:200 cp,every turn the robot factory make 1 d6 robots, with the following stats, armor 4 long ranged weapon,skill:1 d6, note:robots made by the factory cannot capture strategic locations, every two turns roll another d6 seperatly, on a roll of six you can choose to pay 200 cp for a orange transparent robot, with a meleeand long ranged weapon, armor 12 and 1 d8 skill the robot factory has the same Health as the med-bay


This is all I have so far

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Re: BrikwaRTS

Post by Apollyon » Thu Jan 09, 2014 3:49 pm

Has been done in the 90ies by the Bitmap Brothers:

http://youtu.be/mPYRCiskbtE
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Re: BrikwaRTS

Post by Brikguy0410 » Thu Jan 09, 2014 5:16 pm

That game looks fucking terrible

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Re: BrikwaRTS

Post by loafofcheese » Thu Jan 09, 2014 7:01 pm

Brikguy0410 wrote:That game looks fucking terrible
As if yours is any better.I can't even comprehend your rules.
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Re: BrikwaRTS

Post by Gungnir » Thu Jan 09, 2014 9:56 pm

Brikguy0410 wrote:That game looks fucking terrible
Are you referring to the graphics? Or the actual game?
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Re: BrikwaRTS

Post by Brikguy0410 » Sun Jan 12, 2014 7:33 pm

Gungnir wrote:
Brikguy0410 wrote:That game looks fucking terrible
Are you referring to the graphics? Or the actual game?
Both

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Re: BrikwaRTS

Post by Brikguy0410 » Sun Jan 12, 2014 7:34 pm

loafofcheese wrote:
Brikguy0410 wrote:That game looks fucking terrible
As if yours is any better.I can't even comprehend your rules.
I think we found someone dumber than scythe :shock:

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Re: BrikwaRTS

Post by mgb519 » Sun Jan 12, 2014 9:30 pm

Yes, that would certainly explain why the BrikwaRTS you came up with is so unplayable.
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Re: BrikwaRTS

Post by Gungnir » Mon Jan 13, 2014 12:57 am

Are you proposing a video game? It's kind of hard to do real-time games with figures on a table top.
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Re: BrikwaRTS

Post by stubby » Mon Jan 13, 2014 11:49 am

I've played some real-time tabletop games, they're hilarious. I wish I could remember the names. Everybody does all their moves at the same time as fast as they can until somebody needs to resolve an attack and then they yell "Fire!" and everyone has to freeze whatever they're doing and resolve the attack. It's super chaotic and mirrors the confusion of war and C&C limitations because it's really hard to keep track of what the enemy's doing at the same time as trying to move all your troops around.
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Re: BrikwaRTS

Post by halo 3000 » Mon Jan 13, 2014 1:10 pm

stubby wrote:I've played some real-time tabletop games, they're hilarious. I wish I could remember the names. Everybody does all their moves at the same time as fast as they can until somebody needs to resolve an attack and then they yell "Fire!" and everyone has to freeze whatever they're doing and resolve the attack. It's super chaotic and mirrors the confusion of war and C&C limitations because it's really hard to keep track of what the enemy's doing at the same time as trying to move all your troops around.
I would love to see rules of these games
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Re: BrikwaRTS

Post by IVhorseman » Mon Jan 13, 2014 1:23 pm

Just play Brikwars with simultaneous turns, and do the same thing.

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Re: BrikwaRTS

Post by Brikguy0410 » Mon Jan 13, 2014 2:48 pm

IVhorseman wrote:Just play Brikwars with simultaneous turns, and do the same thing.
U guys don't get it, the turns are separate like normal, it's supposed to be brikwars with rts-like features

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Re: BrikwaRTS

Post by mgb519 » Mon Jan 13, 2014 3:14 pm

So you're saying it's turn based strategy.
Brikwars is turn based strategy.
So you're saying it's a more confusing and less fun version of brikwars.
Tzan wrote:
Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.
That's what Hitler said,
in 1938.

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Re: BrikwaRTS

Post by IVhorseman » Mon Jan 13, 2014 3:15 pm

I wasn't talking about your variant ruleset, Halo wanted to see a ruleset and I simply informed him that he already knew of one.

I like that you set completely arbitrary CP values for things like towers and medbays though. Seems real "thought out" :troll:

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