
Hello all who are reading this, and thanks for looking in on my admittedly not entirely descriptive from the topic idea.
The Great Plastic War would be a light stat strategy game based on the Armymen toys that were (and still are) just about everywhere in North America. The idea would be that each player starts as a bucket of sapient Armymen (think Toy Story) in a room. These Armymen are able to harvest plastic objects scattered throughout the room to create more of themselves along with vehicles and special troopers, and as time goes on plastic points can be fully melted down, moved (by teams of Armymen or by the mysterious humans), and replaced with new objects in different places. Leading to a regularly changing strategic environment for the various armies to battle over for supremacy of the room.
But the other Armymen are not the only dangers, for they lurk around every corner for the diminutive soldiers. Base scattering winds, bugs, and who knows what else can sweep through the room and change things even further.
Hopeful # of players to start
This game would aim to start if we can get 3 or more players. More players can result in more rooms being opened up.
Mechanics
The Mechanics to this game would be relatively simple, as each army has an effectively identical selection of units. Each turn players would send in orders for what they want to do during the 'night' phase, well the 'day' phase is used for random events and the collection of resources. Superweapons can be potentially found among the things set up around the room (heat beam magnifying glass for example)
Orders
Each player can send as many Army orders as they want, but each unit can only be used once per turn, and if you send me a hundred different single unit orders I will be displeased.
Each player gets one basebuilding order, that includes any buildings they want to build that turn (and a general idea as to where you want them built, but it can only be within your own territory)
Units
The average unit description will look like this
Name (Amount of Plastic to produce)
M(Movement): X Tiles per turn, assume there is a regular square grid with each square being the size of the base squares (units can move diagonal), S(Strength/Average Damage dealt during attack): X, T(Toughness/Health points): X, Notes: Special unit notes
Infantry Team - Rifle (5 Plastic)
M:1, S:1, T:10
Infantry Team- MG (15 Plastic)
M:1, S:5, T:3 Notes: Can Fire at Aircraft/Helicopters
Infantry Team- RPG/Bazooka/Whathave you for Anti-tank (25 Plastic)
M:1, S:3 to Infantry, 15 to Tank, T:3
Tank (50 Plastic)
M:1, S:5, T:15
Heavy Tank (100 Plastic)
M:1, S:10, T:30
Halftrack/APC (30 Plastic) Notes: Can Transport 3 Infantry Teams
M:2, S:3, T:5
Plane (Fighter) (200 Plastic)
R:4, S:10, T:10 Notes: Can only operate within 4 tiles of a base, an airfield and instead runs Automatic Air Patrols with a 80% chance to intercept the first helicopter in said range, and a 60% chance to intercept fighters
Helicopter (Ground attack) (150 Plastic)
M:3, S:15, T:10
Helicopter (Transport) (150 Plastic) Notes: Can transport 1 Infantry Team
M:3, S:1, T:5
Harvester
R:6, S:0, T:2 Notes: Operates within 6 tiles of a plastic processor, harvests 50 plastic per turn
Combat
Combat is going to be relatively simple, all units on a tile may attack any units in a tile immediately around them (except when ontop of something, see below) and if units from two armies end up in the same tile they will automatically fight eachother (unless orders specifically say they are working together).
During combat, each team involved rolls using their listed strength as their Mean roll, with a 2.5 positive minus standard deviation. So it is possible to hit above or below their listed strength in any combat. Damage is assigned based on preferred targeting, with Infantry targeting other infantry first (exception is AT which targets tanks first), Tanks target other tanks first, and the Helicopter targets tanks first.
Passing over and under objects
Some items, as described in the Map, can be passed over or under. Passing under objects is simple, and does not slow down progress at all, though there are many dangers under The Bed and The Dresser. Being underneath something does provide protection from aircraft, and in the case of The Bed and The Dresser, some protection from random events.
Passing over objects drastically slows down movement (except for movement by air) but confers major fighting bonuses to anyone holding the top of the object, and gives units ontop of the object the ability to fire up to two squares away (or rounded to three squares if this would leave the range midway through a square) away, instead of the usual one square.
Base Building
Being this is more of a focused strategy game then a wider reaching GSG, their will be basebuilding. Currently planned buildings include but are not limited to
Infantry Mold Caster (10 Plastic) - Allows production of basic rifle infantry
Infantry Mold Caster Plus (50 Plastic) - Also allows production of MG and AT infantry
Plastic Processor (50 Plastic) - Buildings that send out harvesters to collect plastic from objects scattered throughout the room. The Harvesters can be targeted as a method of cutting of logistics.
Tank Mold Caster (50 Plastic) - Allows the construction of Tanks and Halftrack/APCs
Tank Mold Caster Plus(100 Plastic) - Also allows the construction of Heavy tanks
Air Mold Caster (200 Plastic)- Allows production of Helicopters
Air Mold Caster Plus (200 Plastic)- Also allows Production of Planes
Airbase(50 Plastic) - Allows planes to base here for air patrols.
Defensive Structures cannot attack, they only factor in when the tile they are built in is attacked.
Watchtower (25 Plastic)- Basic defensive structure, used to secure forward bases
S:5, T:10
Pillbox (100 Plastic) - Stronger defensive structure, used to deter heavy enemy assaults on an area.
S:20, T:40
Anti Air (75 Plastic)
S:10, T:5
Resource Points
Resource points are organized currently into two different types, Large(Yellow) and Small(Blue). Small Resource points have on average, 300-500 plastic, well Large Resource Points have 2000-3000 plastic. Harvesters will automatically go for the closest resource points
(IRC channel if you have questions)
http://www.coldfront.net/tiramisu/
/join #TGPW
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