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Growing Shadows (JOB APPLICATION)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Adherence to Theme | #33 | 3.144 | 3.208 |
| Rules Clarity | #37 | 2.980 | 3.042 |
| Concepts & Originality | #40 | 3.348 | 3.417 |
| Overall | #40 | 3.157 | 3.222 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I'm not to keen on the complicated deployment rules.
Though the name says growing shadows it doesn't seem that the shadows grow. There are waves that arrive on the board but this isn't giving me "growth" either. I'd have loved to see the shadows actually growing as the defender desperately clings to their stronghold.
There's a lot of potential here. The piece is decently written, but the rules feel a touch convoluted.
I love this moodboard. It's so cool to have the stronghold highlighted from different angles, and the lighting is, "chef's kiss."
The limitation on attacking unit deployment is one of those things that sounds nice in theory but could be awful in play.
Suppose the initial four units (none of which have Heroes and none of which have 'big guys', as they all have Tough) fail to secure any objectives on turn one and the defenders play a fast, melee-based army. They could easily send out a unit or two to each objective outside the center of the board, close to within 9" of attacking units (on turn 1 or later) and spend a couple turns shredding them before the automatic 'Alarm' triggering.
The defender has no real reason to trigger the ALARM, and further has every reason not to. Perhaps if you restrict ranged attacks targeting attacking units to a 6+ to hit (ignoring reliable) and automatically triggering ALARM on the first charge (either side) might make this better?
Also, a nitpick - there's a couple places where the term 'Attacker' or 'Defender' is replaced simply with 'you'. For consistency, I'd clean those up.
Agree with all that.the nit pick is real I messed up some spots saw it after I posted it ugh 😫 but I do get you on the limitations. Thought about having tough 3 since they are not any bigger than non tough models(can't be stealthy with a huge model) and defender wants alarm trigger if they want reinforcements. Attacker can always pick off a defender turn one they can get a strangle hold on one objective marker. You want to be slow, sneaky and focused as a attacker and defender could hold them off but they cannot attack attackers further than 9" till alarm is raised so they will be hard at trying to corner a attacking unit without getting picked off first. Need to do more testing and polish it
The idea of starting with limited forces and having them 'grow' onto the battlefield as the game progresses fits the theme. Cool and unique.
However, I found the rules, especially around unit deployment and how the 'ALARM!' impacts reserves, a little complicated. It took a few reads to grasp the timing and conditions, making it tough to follow clearly. Despite that, it sets up a really tense, escalating battle. Great effort on a creative mission!
I had some errors and don't feel like it'd be right to edit the files in a competition that has already started. The no tough units for attackers is only for initial deployment and it is so you throw out small units of infantry that can't be seen easily. The reserves has a error and should say" at the beginning of each round after the first, the attacker then the defender deploys Reserve units before Ambushing units" and another error " reserve units must deploy within 6" of their deployment zones". So far these are all the mistakes I've seen thus far
- "No more than 4 units may be deployed on round one" — so two units per player?
- "Spot-Light: At the beginning after the ALARM! is raised you may target 1 enemy unit within 9” of a friendly unit to have a Spot-Light token." — at the beginning of what? Also, who does "you" refer to? I'm getting the feeling it might mean the defender, but as this isn't a PvE game that should be written out.
- As a general note, it might be a problem that the reserve rules do not scale with game size. In a small game like 1000pts, the full armies might be on the table very quickly, while in larger games (like over 2000pts) you'll probably end up having a bunch of units stuck in reserves until round 4.
There was some miscommunication on things. Saw a lot of them after I posted. No more than 4 units per player; beginning of round (the defender may target not you). Smaller games will struggle to have late game deploys and the large games deploying slower was the initial point. You will be pushed to only have a few units at first and use them to actually start the fight. Since the defender can only attack after the alarm is released it's their job to raise it (hopefully turn 1) otherwise the attacker could pick off all the sentries.
I feel like the "attacker may not deploy units with models with Tough(X)" is going to be pretty rough on some factions. That means you need 4 units without attached heroes or weapons teams and generally non-Tough. Especially armies that make heavy use of weapon teams (like HDF or Ratmen) or has many mainline units with Tough (like Alien Hives) really need to build their army around this restriction. (And they'd better have read ahead, because the army building restrictions don't mention this)
How is "raise the alarm" meant to work? It says you can do it "instead of attacking", but does that need a melee units needs to declare a charge, run to an enemy, and then just get mauled? Or was it just meant to be "you can't attack this activation", but you don't actually need to get in range of anyone to do so?
The no tough rule was a lil hard to fight because of what you said a lot of factions will be hard here. As the attacker you get several advantages you will be able to pick enemy units off if you can manage to break them in one attack. Raise the alarm works in that you may take any action Hold, Rush, Advance even Charge( although that would not be recommended) and instead of shooting or melee attacks you may raise the alarm (spend time calling in the attack). Stipulations is that they need to have taken a wound this round or they are within 9" of a enemy.

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