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Mad Dogs with Guns - gang-themed skirmish wargame

PostPosted: Sun Feb 07, 2016 1:54 pm
by R-Cat
Didn't know whether of not to post this in Role-Playing Games or Open Gaming. If I'm wrong, just let me know.

Hi all,
So this is a game I've had in my head for a while, and now I have finally got it all on a PDF format. I challenged myself to write something short and easy to pick up, inspired by some of my favourite wargames, and, to some success, Mad Dogs with Guns was created!

Mad Dogs with Guns is a D6 skirmish wargame played on a DnD-style map. It isn't period-specific, so you can be any gang (or law enforcement) from real life or fiction that you like without it being 'off-period' or 'historically inaccurate', as many fussy wargamers will moan about.

I plan to get this game on the main 1KM1KT site before long, but It's currently in a pretty messy and untested state.

Below is a link to the "Beta" version of the game, found on my personal blog. All I ask is that you try it out and give me some suggestions! There is also contact info inside the game if you want some input (credit will be given).



Thanks a bunch,
Ioan "R-Cat" Davies-John

PS. I know the file's on WordPress, but if you can, I'm not fussy but can you make the comments on the game here please? Thanks!

Re: Mad Dogs with Guns - gang-themed skirmish wargame

PostPosted: Mon Feb 08, 2016 3:19 am
by Rob Lang

Re: Mad Dogs with Guns - gang-themed skirmish wargame

PostPosted: Mon Feb 08, 2016 1:30 pm
by kylesgames
Looks cool. I read through it, and I like the fact that you have a lot of per-unit tweaking instead of just having a bunch of little units with arbitrary distinctions.

Re: Mad Dogs with Guns - gang-themed skirmish wargame

PostPosted: Mon Feb 08, 2016 4:15 pm
by Evil Scientist
Welcome!

I like the fact that this game is set in a dungeon. Most skirmish games I know (I admit, I don't know that many) are set in semi-open or open spaces (e.g. urban sprawls or battlefields). I can totally imagine this game being played in a labyrinth complex with various short-cuts and hidden doors you can utilize!

I find the "maths" (or rather, the mechanics) of the game a bit confusing, though! I think the quite unique Speed attribute (almost something in the vein of acceleration?) needs to be explained better.
The same applies to the Attack Ratio, on page 7.

Examples of play always help!

Especially that at that point in the rulebook the reader has just a vague idea about the various numeric ratings the figures may have...

But overall, I think this is a very nice start!