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 Post subject: If We Could Make Any New Game for You, What Would it Be?
PostPosted: Mon Aug 18, 2008 3:09 pm 
AAG Co-Director
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Hey, folks!

We've got a lot of projects cooking for you here at Ambush Alley Games, but we always want to hear what YOU'RE looking for!

Feel free to indulge your fantasies for a bit: If you we could put out another game as fun as Ambush Alley, what would you want it to be? Don't feel bound by genre. If you wish we did a fantasy game about pirates fighting mermen, that's cool. Just try to stay away from subjects that would require a license. We're the little guys, and we can't afford any high priced licenses, unfortunately!

Come on! Let's hear it - what game do YOU wish we could put under your Christmas tree next year?

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PostPosted: Mon Aug 18, 2008 6:29 pm 
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Location: Los Angeles, California
uh....

space hulk

and zombies (post-blast stuff)

and uh, space hulk zombies?

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PostPosted: Mon Aug 18, 2008 6:49 pm 
AAG Co-Director
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*LOL* Space Hulk would rock, but I think GW might get their hackles up! I was looking at an unopened Space Hulk game on E-Bay a while back - it ended up selling for $600.

Zombies are on the way. I can't say more than that, but trust me, they're on their way. 8)

Post-apocalypse stuff. Hmm. Hadn't considered that!

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Shawn Carpenter
Game Designer, Ambush Alley Games

"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."


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 Post subject:
PostPosted: Tue Aug 19, 2008 12:26 am 
Brainiac!

Joined: Sun Apr 06, 2008 9:15 am
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Location: Vicenza, Italy
I'd like to see something like AA, just on a smaller scale... yes, smaller (!), but more detailed. Something like special forces or SWAT actions, with break-ins into buildings, then navigating through the rooms to seize targets or rescue hostages or something like that ñ kind of a modern-warfare themed dungeon crawl. Maybe complete with some kind of character advancement, so that you could use the same personnel from scenario to scenario and watch it grow. It could be an expansion for AA, or a new system altogether.

The release model could be basic rules, and maybe some supplements for additional order of battles, then complete mini-campaigns. I really would like to avoid to design my own-scenarios ñ it would be fun, but too much time-consuming. I'd like to open the module, set it up, and start playing!


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PostPosted: Tue Aug 19, 2008 10:24 am 
AAG Co-Director
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You'll see your wish come true some time next year, Novembre. We're already working on Ambush Alley "Man-to-Man" rules.

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Shawn Carpenter
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"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."


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 Post subject:
PostPosted: Tue Aug 19, 2008 2:00 pm 
Brainiac!

Joined: Sun Apr 06, 2008 9:15 am
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Location: Vicenza, Italy
Woo-hoo! :D


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PostPosted: Tue Aug 19, 2008 4:21 pm 
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Ok... how about spaceship clearing rules :)

Oh, and I'd love a campaign system for normal AA... that would rock...

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 Post subject:
PostPosted: Tue Aug 19, 2008 4:25 pm 
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What do YOU look for in a campaign system?

I'm not trying to be obtuse here. "Campaign System" means a lot of different things to different people.

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Shawn Carpenter
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PostPosted: Tue Aug 19, 2008 6:28 pm 
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Have you ever played necromunda? Something like that would be cool, with requisitioning stuff, territories (bases, etc.), increased skills, ablities...

How does that sound :)

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 Post subject:
PostPosted: Tue Aug 19, 2008 6:56 pm 
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Shawn wrote:
What do YOU look for in a campaign system?

I'm not trying to be obtuse here. "Campaign System" means a lot of different things to different people.


A campaign system would mean to me that I could enter with a new squad and have to carry out various missions with my squad. Each engagement would eat up X amount of time in my tour of duty. At the end of the campaign you would total up your points and see how you did.

Not only would you have scenarios that require you to do the standard sweep and clear but also have a hearts and minds missions too. Maybe even a scenario where you have a pre programed opponent, and there is a chance that your opponent never activates during the scenario while you are completing your objectives.


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PostPosted: Tue Aug 19, 2008 7:01 pm 
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Would your squad's Troop Quality increase during the course of the campaign or gain any special traits?

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 Post subject:
PostPosted: Wed Aug 20, 2008 12:08 am 
Brainiac!

Joined: Sun Apr 06, 2008 9:15 am
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Location: Vicenza, Italy
Taking a cue from "The Day We Were Awesome", TQ could increase or decrease according to the results of previous missions...

... But really, I think that AA system is a bit too granular to accommodate this kind of things without disrupting the feel of the game. You see, one of the thing I like in AA is that you don't have the rules and then a bunch of exceptions to the rules deriving from special characteristics of troops, special weapons, special order of battles. Everything works smooth with the basic mechanics. I pondered myself how a campaign system for AA could be, but I concluded that I don't really want a campaign system, I want pre-made campaigns.


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 Post subject:
PostPosted: Wed Aug 20, 2008 8:13 am 
Sarge
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Location: Warsaw, Poland, EU
More moderns so you could game Georgia vs. Russia.
Science fiction gaming with GZG minis anyone ?
Maybe something similar to Necromunda with your 'team' [gang] learning and expanding between each 'mission' ?

Cheers,

Piotr


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 Post subject: Modern Conventional rules please
PostPosted: Wed Aug 20, 2008 11:59 am 
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Joined: Tue May 20, 2008 5:05 pm
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Location: Evesham, England
I would love to see a set of relatively fast play modern rules to run from Korea onwards, without getting too bogged down in the mass of detail in modern sets and the near invulnerability of some MBTs.

Paul

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 Post subject:
PostPosted: Wed Aug 27, 2008 4:19 am 
Major

Joined: Mon Oct 15, 2007 4:16 pm
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Lads,

On the AA Man-to-man, on early august 've made an experience picking up a fireteam of SAS (Caesar) against a cell of Terrorists that have some hostages held in a house.

I use normal AA mechanisms - KISS principle - but with single figure activation, the only modification I've made was to create a Rate of Fire (RoF) and translate it to TQD firing:

Revolver 1RoF
Autopistol 2RoF
Aut-Rifle 2RoF
Assault-Rifle 3RoF
SMG 4 RoF
Grenades only in optimum range, blast 2" radii and all attacked with a 3D6, increased by 1 if inside close compartments.
Tear gas grenades as above, but no hit, if successful elements no action for that turn.

For defense I use the normal system - SAS have 1 per figure plus 1 for Body Armour as basis plus over (very important is this type of operation.
Terrorist only had a Dice for figure plus cover.

To cater with IWS, laser sights and so on I doubled the SAS Optimum range.

Due to their training (D12 TQD) the SAS quickly disposed the opposition, with only a hostage as wounded.

That worked, but I will only used it in very close environments.

A+

Faustnik


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