Wednesday, 21 November 2018

Two quick updates to Hammer of Democracy

These will go out later, when there's a bit more to work with but for now, adopt these two changes:

* Units are destroyed when damage equals or exceeds HP totals.
This was inconsistent in the rules and honestly, inconsistent in my responses as well.

But ultimately, the intention is that a "standard" unit has 7 HP, hence equal or exceed puts them at the same level as standard Squadhammer units.
Plus, this way it matches how people expect things to work in an RPG.

* Support points now cannot be saved up from turn to turn.
This is an intentional change, to make them a bit more scarce.

Thursday, 1 November 2018

Hammer of Democracy FAQ

With Phase 1 aaaaaalmoooooooost here, I thought I'd take a moment to answer some general questions and clarify a few things.

What is Phase 1?

Just like I did with Renegade Scout, there will be at least one public "early" version of the rules.

This Phase 1 version will contain the core mechanics and players who buy it will get a discount on the final rules.
If you supported the indiegogo campaign, Phase 1 is free. Huzzah.

Does Hammer of Democracy have any influence on the upcoming Squad Hammer update?

Yes. While the two are distinct systems, Hammer will serve as a test-bed for a lot of new ideas, tools and systems.
While Squad Hammer is a more free-wheeling (and of course fantastical/futuristic) game, ideas like the new support mechanic are likely to make it in.

Will Phase 1 include campaign rules and solo play?

Not likely.

What does the title mean?

We were just brainstorming to find a title that fit the period and sounded cool, while keeping the "Hammer" theme going.
Panzer Hammer was entertained for a bit, but there's a billion games with German-themed titles, so I thought it'd be more interesting if we did the opposite.

Will all sides be playable?

I'd like to cover as much as possible.
We will certainly include all the stuff needed to play, at the very least, the "big four" (UK, US, German, Soviet) but I'd like to include a lot more.

The campaign rules will be generic at first. I have ideas for a big solo campaign sort of supplement, aimed at the Brits, called "Defiant Battalions" but we'll see.

Miniatures depicted will be a variety of forces. The cover will feature Allied troops.

Is it true you have an anti-German bias?

Yes, that's why my favorite band in the world is Blind Guardian.

How many figures should I have painted up to test?

A reinforced platoon or so will be fine to test the rules.
Figure 3-4 infantry squads, a support weapon or two, a vehicle or two.

The full rules will scale up and down a bunch, but let's get the basics sorted out first.

Is there a pre-defined basing system?

I decided that to position the game as more of an "out of the box" experience, we'd have a standard method of basing.
That is 6 figures to an infantry squad, based however you like.

So 6 individual 25mm figures or two bases with 3x 15mm figures each are both "legal".

Of course, you can actually base them any way you like to.

Is there an ideal scale?

Not really. 6 figures in 6mm looks a bit wee, so if you use the suggested basing, I think 15mm and up will look best.
I tend to write for smaller scales, so I wanted to do something that would look good in 25+ scale, but there's really no reason you couldn't play in 6mm or 10mm at all.

Playing in "one to one" scale by using the correct number of figures per squad in 6mm would look fantastic.

Will there be a music list?

Yeah, of course. What would a NWG title be without a music list?