Today Plamo vs Plamo: Scale Model Mecha Combat is launching for sale on Wargame Vault! The Startup Sequence is also available for free! The release version of Plamo vs Plamo (PvP) is the end point of two years of work. It's changed quite a bit throughout the process, mostly for the better, with a couple big evolutionary leaps but mostly a whole bunch of incremental changes. The biggest changes have been out of the way for the last year or so, and pushing this project over the finish line has proven to be quite a task--it's by far the biggest game I've worked on. PvP comes with the following:
Head over to Wargame Vault and pick up Plamo vs Plamo now, and get to Creating, Customizing and Challenging your opponents with your own Plamo creations. It's tactical tabletop mecha combat for both modellers and wargamers... create your units, customize them as needed, and challenge your opponents for mecha model supremacy!
Today is the release of the newest version of Plamo vs Plamo, 0.7. You can find it all here. This version follows after 0.6's release in that it's concerned with giving the game an improved 'user interface'. The majority of the focus is actually on the Quickstart this time, which has been significantly overhauled. New (and corrected) tools for play have been provided, as well as terrain cutouts for people without terrain on-hand. The final retail release is getting extremely close. An exciting time! Changelog: 0.6 to 0.7No changes
Plamo vs Plamo version 0.6 is releasing. You can download it all here. This is a big release because despite having maybe the least changes mechanically of all the versions to date, this one has another big leap in "user interface"--the data card has been standardized to include a lot more information, and has been formatted so that you can copy and paste information from the Unit Design Module and it should end up on the data card without any issue. Part of the drive for this was to make managing units a little easier. As in PvP a player controls very few units but has access to many decision points with each one, I wanted the sheet to help manage that. The biggest benefit to the new sheet is it eliminates a double-sided counter sheet from being necessary; there's no longer a pool of damage tokens required to play for units. Structures still use damage tokens, which I don't love, but given they will need a separate marker to indicate their critical effects no matter what, this seems like a good compromise. The Structure damage tokens are also consolidated to be double-sided, with one side as a critical and the other as damage. I also dropped the Penetrating Attack reduction critical since it was probably the least exciting. There's a lot less of them now, so battlefields with crumbling structures everywhere will likely need some extras printed. Otherwise I'm pretty happy with these. The new tokens sheets are a good bit slicker, including rotating ammo counters, double sided energy sliders to indicate recharge (no more tokens for that either!), and so on. All the tokens are taking full advantage of being double-sided now with the exception of the Reload tokens, which honestly I'm not sure what to put on the other side (ammo counters were the obvious choice, but you need to go beyond 4 ammo with those sometimes). In general, now you only need three token sheets printed total, one of which goes onto double-sided tokens--a big reduction from five sheets! In general these changes have made the game easier and faster to play. Changelog: v0.5 to v0.6Plamo Vs Plamo Rulebook Changes
There are now two versions of the UDM; a 'standard' version that looks like a nice, published product, and one that is designed for users to go through and copy-paste stuff from into their unit's data card.
Today is the release of Plamo Vs Plamo version 0.5. To get the latest quickstart rules, head to the Downloads section. This version has seen significant changes in the rules regarding Free Strikes, Penetrating Attacks, weapons with Rate of Fire greater than 1, the Dodge reaction, and elements of the Unit Design Module. Changelog: v0.4 to v0.5Rulebook
[7.5]
Today is the release of Plamo vs Plamo 0.4. Check out the Downloads section to access everything, including many new gameplay tools and the revised quickstart package!
0.3 to 0.4 Changelog: General:
Rulebook Changes
Unit Design Module Changes
Version 0.3 of Plamo vs Plamo has been released. This version is mostly a formatting and clarifications release so no change log is included.
Today Plamo vs Plamo has released it's first full update to the public Quickstart rules reflecting a few months of testing. The updates are available now in the Downloads section. Most changes are format-related, with some small changes to the mechanics or values of units and weapons. To see a list of the changes, check out the changelog post.
Thank you to the Test Team for the ongoing feedback. There will be more formatting changes as the polishing process begins to make the documents more aesthetically pleasing and easier to navigate. The next update should contain images, diagrams, and colour, but the current plan is to remain as printer-friendly as possible until most of the mechanical testing is complete. After a few months in closed development, Plamo vs Plamo has entered it's first test phase. A group of gracious volunteers have taken the plunge into assisting with the development of PvP, forming the Plamo vs Plamo Test Team, and the first distributed version of the test rules is now in their hands.
I will provide regular updates on the game's development as the Test Team pushes the game towards a full release. Would you like to join this squad of playtesters? I am looking for more people to help out with PvP's development, and right now, above all else I need people to play lots of games! If being a PvP tester interests you, check out the Contact page for more info. |
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