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A jam submission

GF - Withdraw or Die [JOB APPLICATION]View project page

As growing numbers of enemy forces descend, a desperate evacuation begins in this asymmetrical mission.
Submitted by Rutgerj — 13 hours, 28 minutes before the deadline
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GF - Withdraw or Die [JOB APPLICATION]'s itch.io page

Results

CriteriaRankScore*Raw Score
Rules Clarity#263.3203.320
Concepts & Originality#413.3203.320
Overall#423.0933.093
Adherence to Theme#492.6402.640

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host

Hello, thank you for participating in the first OPR Mission Jam! Please email marketing@onepagerules.com so that we can send you the participation models! Please include 'OPR Mission Jam Participation Minis' in the subject line.

Host

Hello, you have been selected as a possible candidate for the OPR mission designer position, congratulations! Please send an e-mail to jobs@onepagerules.com for us to follow up with you (make sure to include a link to your game submissions so we can easily identify you). Thanks

Submitted

Unless I'm completely wrong, placing the objective marker 30" from the left side of the board and 6" from the center means it starts inside of the defender's deployment zone.  I feel like this mission is strongly imbalanced, and the lack of clarity as to withholding units based on unit count or point value, coupled with the ability for units that naturally have Ambush to deploy unrestricted by the mission rules (meaning that units such as the Burrower can simply pop up right on the left side of the board) makes me think that the defenders are facing a significantly losing proposition.

The mission lore doesn't make a lot of sense to me, either.  This base is set up on a hostile planet...is it naturally hostile to both armies?  Then there should be some sort of natural hazard.  Is it located in hostile territory?  If so, it's only hostile to one side.  The defenders start with vital supplies inside their base, but there's no indication why 'vital supplies' would be stored in such a distant base in hostile territory.

Overall this is a fun idea that just doesn't quite feel correctly implemented.

Developer

Hi, thank you for commenting. Just wanted to clarify the mission background for you a bit. With hostile, I meant hostile for the defender. So it's a planet native to or occupied by enemy forces.  As stated in the mission background, the supply crates are needed to continue the war effort. That's why they're vital. Every army needs supplies to keep functioning.

Submitted

The basic idea sounds really cool, although this mission really rewards mobility. Dwarves and other slow units simply aren't fast enough to reach the edge with a token in 4 rounds, so they have a 50% chance to just lose. Definitely one to only play with someone who knows they can move fast enough to get out :)

Also are the percentages meant to be "units" or "points"? The former seems pretty easy to game by picking a few extremely chonky dudes and then a bunch of swarms you don't care about, and you'll be able to put down a bigger army than the defender from round 1.

(Oh and I think you can cheese it by picking up the objective and then boarding an APC and letting that move - but your opponent will probably have something to say about that)

Developer

Thanks for the feedback! I think you have a good point about slow units. The mission should probably go on until at least round 5 to give them a better chance of completing the mission. Perhaps they could get around it by using APCs. I don't think that would break the game, honestly. The attacker has plenty of ways to block the movement or stop the APC in some other way.

With the percentages, I did mean the number of units. It's also not specified in the official rulebook, so I tried to keep it consistent with that. However, it is clearly causing some confusion. Perhaps it's better to specify it in the mission anyway.

Submitted

While 'wave' missions offer escalating threats, they often represent a constant stream rather than organic growth tied to the theme. The setup and rules are mostly clear, but some map directions and objective rules need a bit more detail. There are inconsistencies between the map diagram and text regarding deployment zones and board edges. Also, the initial objective clustering and whether units can carry multiple markers could be clearer for smoother gameplay. Despite these points, it offers a tense, thematic experience. Well done!

Developer

Thank you so much for your kind words, Steve! Did you get a chance to actually playtest it as well? I’d love to hear about your experience if you did. I’ve taken your feedback and fixed the map diagram. You also made a great point about carrying multiple markers, so I’ve clarified that too. Could you maybe please clarify what you found unclear about the objective clustering?

Submitted

I'm a big fan of the theme of the mission; I do love an asymmetrical attacker/defender mission, especially one where the objective is running away from an overwhelming force.

I do have a concern regarding the mechanics: if the game only last 4 rounds, 30" is a long way to go and (barring some coherency schenanigans), would mean that if a unit carrying an objective is delayed for even a single round doing anything other than running for the endzone, they won't be able to evacuate, as it would take 1 round to pick up the marker, then 3 rounds to cover the 30" distance.

Also, the battlefield map shows Zone B on the West edge of the board, rather than the East. Pretty minor, just had me confused for a bit.

Developer

Thank you for your feedback! There’s a mechanic in place that could potentially extend the game, but I get what you mean. It could become a bit one-dimensional. I also fixed the map. That was a silly mistake on my part.