Today I want to talk about the Battleforge Scenario for Warmachine called Hoist the Colors and I want to break down its design, what it may be signaling to us about the future of competitive play, and what it says about how narrative can be injected into a more competitive scenario design. First and foremost I am not a PP playtester nor do I know playtestors but I have playtested for years for other miniatures and video game companies and my crackpot theories are my mine. All that stated, hoist the colors to me reads like I hope the next generation of steamroller will read like with a symmetrical main objective, terrain features taking the place of zones and varying in size, scoring requiring a fixed number of models, and additional vps for pushing into the enemy held zone while not allowing scoring on your friendly zone and additional potentially asymmetrical scoring through the Mission modifier, and achievements system, start of turn scoring, and victory condition checked for only at end of round. What this means is that each time you play this mission the overall scoring options will have some degree of variance and as such optimal strategy will vary each time. This type of variability in scenario is very present in a game I’ve played for over 10 years, malifaux. So the concept of having an affixed central shared scoring scenario with some variability of secondary scoring conditions is second nature to me at this point. However while how we score maybe partial variable the win conditions are not holding all 3 hills, winning by 5 or more cps, last leader in play, most points if neither leader is in play these are checked in that order. Meaning no longer does an assassination mean you’ve lost the game, if you can find a way to win by 5 cps you take the match. By decoupling the scoring timing and the Victory condition checkpoints you allow frantic counter play. Additionally by having some items be worth more points than others you set up strategies that allow you to gamble a bit, do i own the central hill or do I go hard to secure the opposing hill and grab the 3 pt. I have an opportunity to score 3pts by using my caster to kill a cohort model with a melee attack, but it means their exposed to assassination but it put me up 5cp? can they kill me and get the cp difference under 5 this turn?
I’ve a battlereport coming to the youtube channel soon that is a Hoist the colors game and I hope you find it as enjoyable a watch as it was to play. The back and forth in this game was extremely fun and made for a lot of bold dynamic play on both sides. We did set up our table extremely similar to the suggested terrain for the mission.
Designers corner
So let’s talk about the fundamental design of Hoist the colors here we go under the hood behind the matrix and talk about what the designers are doing here and what it does to and for the players.
1.) Suggested Map:
It is very clear by the design of map that MK4 is intended to be played with significantly more terrain than previous editions of warmachine, a standard competitive game of warmachine typically has 8 terrain features, This scenario recommends- 2 small hills, 1 large hill, 4 forests, 2 buildings, 4 rubble fields, 2 ponds, 6 barriers, 4-2″obstacles. That’s 25 pieces of terrain before defenses or 17 more pieces of terrain than are currently standard. The terrains placement is intended to slow down the opposing armies again showing that the intention is not for armies to be capable of their full speed turn 1 unless they have mitigating tech such as pathfinder cover is abundant as is elevation likely intended to help mitigate the volume of shooting early game that many armies are capable of attacking an enemy with.
2.) The Hills are alive with the sound of scoring
Their is a designated terrain type that is scoring for this scenario hills, They act very similar to zones from steamroller but of course provided elevation and mandate an approximate size such that 5 infantry could stand on them. The hills are only scorable by having 2 or more warrior models on them and no opposing models on the hill. This forces infantry and warrior models into the list as they are required for scoring and nudges you toward taking a mix of single wound infantry for bodies, and multiwound infantry for staying power. It also nudges the list design toward a solo or two as they have staying power and are warrior models. The hills positioning also means ambush is strong, the hills edge being 4″ away from the side table edge means they can come onto the hill on your turn and score at the start of the opposing players turn for that quick 3pts radically altering the flavor of the match and forcing something to stay back to avoid giving up points on the hill to ambushers. Making terrain elements scoring adds to keeping the battlefield more aesthetically pleasing without having a decorative scoring zone on which terrain would be placed.
3.)Scoring Timing being decoupled from victory condition checking and victory conditions checked in a specific timing order
These are the most significant step in elimination of first player advantage because no matter what I as the first player do, my opponent always gets a turn before I can have my victory confirmed and the victory checks are in a specific order of operations. Thus if I go first I may be able to secure a victory points differential of 5 that is needed to win but if its my opponents turn they have a chance to respond and potentially control all 3 hills meaning at the end of their turn their victory condition would occur before mine and thus I would lose the match. This decoupling means going second has the advantage of last response before game ending state confirmation.
4.) Radical Randomization of Victory Conditions batman
By having 2 secondary scoring opportunities that are determined randomly each time the scenario is played the optimal strategy is continually shifted 3 options in each of the of the two secondary types means 9 unique combinations out of a singular scenario. This creates a large level of unique replayabilty and helps move the optimal strategy from a truly fixed pointed.
5.) Rewarding harder to score Items with additional points. and removing easy scoring.
As a designer this concept I absolutely love, things that are harder that I want my player to do, I have to make the reward proportional to the effort and things I don’t want my player to do I have to disincentivize the best example of this is giving a player 3 points if they are able to secure the small hill on the opposing players side while providing no points for controlling ones own hill but making its control necessary for the highest level win condition. Removal of give me scoring stops the ping pong match if we both get a point and move on and instead we have a world where my scoring opportunities are in the middle or your side of the field but we know have a defensive incentive, in order to stop you scoring 3 I have to not allow 2 of your warriors on my hill. So while controlling nets me nothing unless I own the other 2 hills at the same time, allowing you to control means I am down 3 pts. and with a high order victory condition of differential of 5+ scoring 3 is a major advantage.