Talon Tuesday Issue #7: From Afterburners to Addicted

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“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays.  It features articles from the Talon development team regarding the game’s design, development and upcoming release.

Issue #7

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Jim’s Under the Hood segment will continue next week.  In the meantime, here’s an article about Talon afterburners, which was the brain child of our Lead Playtester and “Chief Tactical Officer”, K. Patrick Barley.


When I first learned about Talon, Bob was cracking open some plastic baggies with homemade counters in them and laying out his Space Empires board. I was excited by the concepts that make the game so unique, fleet level combat, micro-decision tactics and the glorious dry-erase markers. Bob and I eagerly got into it, and divided up six heavy cruiser tokes from each faction, leaving me with what might have turned out to be the most fated decision in Talon’s design history, “Terran or Talon, sir?”

I eagerly chose the Talon’s powerhouse weapons, high maneuverability and powerful forward shield array. I lined my fleet up in the right corner of the map and waited for Bob to take a similarly tight formation. Turns took off and I loved the six part Impulse breakdown, weapon charging mechanics and the inverse relationships of power to speed and speed to maneuverability. Then came the big moment, Impulse D of Round 2, I had reinforced my forward and flank side shields, moved my ships into a solid concave on Bob’s point ship and was eagerly waiting for Bob to move his ships into range three so I could get an alpha strike off before his ships got within weapons range. If I could cripple one of his three ships before they could even fire, I would be way ahead!

“I don’t get power this turn, but I’m going to use my battery to take the initiative,” Bob says confidently.

HE WHAT!?!?

Talon Tuesday Issue #6: Under the Hood

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“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays.  It features articles from the Talon development team regarding the game’s design, development and upcoming release.

Issue #6 

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Thus far on Talon Tuesday, we have taken a look at an overview of the game, a detailed example of play, and even some fan fiction and back story of the Talonverse.  Today starts a series where we look “under the hood”.  So much work has been done on this system.  It has been refined, refined, and refined.  Some of this work can be seen in the spreadsheets that we have laid out for point values…..and, frankly, I want to show them off.  🙂

The weapon sheet is a good example of this extra work.  There are six major weapon systems in the game and each is COMPLETELY different.  They have different damage, to-hit probabilities, ranges, charging systems, etc.  Originally, point values for weapons were estimated and plugged into a larger spreadsheet on ship points.  The goal was to balance them through playtesting.  However, to balance such different systems proved very difficult, especially as we made changes.  A major change in some ways would invalidate previous playtesting.  We needed a system to rate weapons, and the power of weapons, so that changes would not upset balance.  Extra credit goes to Patrick Barley, one of our playtesters, who really helped immensely with the development of this sheet.  In fact, whereas I was the driving force for the ship point sheet, he was the driving force on the weapon point sheet.

Talon Tuesday Issue #5: The Talonverse (Part 2)

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“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays.  It features articles from the Talon development team regarding the game’s design, development and upcoming release.

Issue #5

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…And now the conclusion of Patton’s Story…

SPOILER ALERT:  The following is a SPOILER for the story of the scenarios covering the First Talon War.

Talon Tuesday Issue #4: The Talonverse (Part 1)

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“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays.  It features articles from the Talon development team regarding the game’s design, development and upcoming release.

Issue #4

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Early in development we realized we were NOT just riffing on Star Fleet Battles, although (and I’m speaking for Jim Krohn, the designer, here) the system started off as a response to SFB.  The Talon game world picked up flavor from Star Trek, Battlestar Galactica, Star Wars, Star Blazers, and other sources too. More importantly, the “Talonverse”, as we came to call it, came into being through our development team. One of our play testers, Robert, has a real talent for writing. Initially, we had him crafting a scenario for us, but the flavor text he wrote was so good we had to tap into that talent.  Over the subsequent two years, we went from backstory flavor text for a few scenarios to an actual story arc with characters…I’ll let Robert introduce this first section of “Patton’s Story,” one of the story arcs within the scripted scenarios that follows the crew of the Terran Cruiser Patton:

Being given the opportunity to write some of the history for the Talonverse was a daunting one, as the only information I had to go from was in drafts of the rulebook.  Because of that, I focused on the point of view of the Terran side.  Initially I only wrote Patton’s Story, to go along with the scenario I wrote.  I was asked to write more, and I tried to weave connections in through the stories to make it less of a series of individual vignettes, and more of a single story.  I’m always conflicted in where I think humanity will end up in the future.  I think the stories I wrote contain some of my belief that for humanity to survive as far into the future as the Talonverse timeline, that we will put aside most of our differences.  But there’s also some pessimism that we will ever completely get past our fear of the ‘other’ and that made its way in too.  I thank Jim Krohn for giving me an opportunity to hopefully bring some texture to his universe, to Bob Seifert for his ideas encouragement, and my wife, Mitra, who I pestered regarding how to write a certain scene involving an older Texan and a young Iranian woman which you can read in the published game.  One last note, other than some minor grammatical editing and some clarifying text which made the stories better, I was only asked to change one word (that appears multiple times in the story in order to make it family friendly).  It’s the second word in the story, and I leave it as an exercise to the reader what word it might have been.

SPOILER ALERT:  The following is a SPOILER for the story of the scenarios covering the First Talon War.

Talon Tuesday Issue #3 – Example of Play Part 2

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“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays.  It features articles from the Talon development team regarding the game’s design, development and upcoming release.

Issue #3

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The following is a continuation of the Example of Play posted for last week’s “Talon Tuesday”.


Now that the Impulse is over, the Change Initiative marker that Sacrifice placed steals the Initiative back from the Terran. Talon goes first in Impulse D.

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Both the Service and Justice get Available Power. They each charge a Yellow box for one of their weapon groups.

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During movement, Sacrifice must move so she advances 1 hex. Service does not get to move in Impulse D, but chooses to use one of her Afterburners (a special Talon ability) to enable movement. She marks it off then turns and moves forward, placing a Turn Radius marker 1 hex in front of where she moved, corresponding to her Turn Radius of 1. It’s a good thing Service used the Afterburner: now only her full rear and left Shield Arcs face the enemy instead of her damaged shields.

Talon Tuesday Issue #2 – Example of Play Part 1

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“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays.  It features articles from the Talon development team regarding the game’s design, development and upcoming release.

Issue #2

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If a picture is worth a thousand words an example is worth a thousand rules pages.

While the Talon base rules are really succinct (9 1/2 pages last draft I checked) we still felt, after demo-ing the game to so many gamers (wargamers and non-wargamers alike) that putting a really detailed example of play into the play book was the way to go.  I’m really happy with how the rules have been refined over the development period but one of the best ways to gauge the flow of the game is to see it played.

This extended example of play is (essentially) a really meaty round from a real game Patrick Barley and I played. We tweaked a few roll results to help demonstrate parts of the system and highlight important tactical choices, but overall, this was a real 3 on 3 Heavy Cruiser battle. Our Layout Director, Mark Simonitch, did an outstanding job illustrating and organizing our example of play.


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In this extended example of play using the basic rules, we start at the top of Round 3. It is Impulse A and Talon has the initiative in this Heavy Cruiser (CA) battle. His ships will get to spend Available Power, Move and Fire before the Terran player. So far, one of Terran’s CA’s, the Patton, has taken 4 shield damage on her front arc, has both phaser groups charged but does not have any charge boxes marked off for her torpedo. All the Terran ships have their batteries charged. The Talon CA, Service, has taken 5 shield damage on her front arc and only has Red boxes charged for her disruptor groups.

On the Impulse Chart, Impulse A reads “4 5 6” so the Service will receive Available Power and the Sacrifice must move.

First, the Service spends its Available Power to charge one Yellow box on its left disruptor group. No other Talon ships get power in this Impulse.

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Talon Tuesday Issue #1 – Dice Tower Convention 2015

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“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays.  It features articles from the Talon development team regarding the game’s design, development and upcoming release.

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Issue #1 – Dice Tower Convention 2015

I had the pleasure of taking Talon to Dice Tower Con 2015 in Orlando, FL this past June. It was my second trip to the convention, having gone in 2014 as well. It’s a fantastic convention and really well run (kudos to Heather Mann and Patrick Havert, the chief organizers). They predominantly have “mainstream” gamers there with only a few traditional war gamers peppered in. This was exactly the reason I’ve brought Talon to the convention for the last two years.

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I believe that Talon, like Jim Krohn’s other GMT product “Space Empires: 4x”, has broad appeal. It’s a really accessible, easy to pick up but difficult to master tactical war game.  Demo-ing the game countless times at Dice Tower has proven this to be true.

Patrick Barely, my right-hand man on the development team, and I printed and cut 4 prototype copies of the game.  Our goal at this year’s convention was to hold a tournament.  You would think it would be hard to hold a tournament for a game that has not yet been released, but Talon is very easy to pick up. The Dice Tower folks were kind enough to give us prime real estate in the main gaming room for our booth. This let us teach and demo the game to all passers-by for the first few days of the con. Eight of the people we taught felt confident enough to attend the tournament held on the Friday of the convention.