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Battlegroup Sheet and Combat Demo
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The Battlegroup sheet is a very simple concept- it holds the various unit Profile Cards in that Battlegroup, as well as that faction's flag/emblem.
About this creation
EDIT: Battlegroup Sheets will now be more like a header, as all the extra pieces involved weren't really necessary and were more for looks than anything. They will eventually show Battlegroup type (sea, land or space) and what support abilities it has.

-(shown above) The top square represents where the faction's emblem is placed. The 16X16 dark bley plate you see above it is what your faction emblem should be designed on.


-Unit Battle cards should be placed in 2 columns spaced apart by 2 studs (as seen above) simply so that your Battlegroup Sheet doesn't end up a mile long in a single column. Units should be organized by class, going from smallest to largest in a top to bottom, left to right fashion.

-Here's an example of an emblem. This is my faction's emblem, the Terran Federation. Make sure yours fits on the 16X16 plate.


-Your Battlegroup Sheet can also be customized, but for right now you can only change the colors. The extra space at the top may be used eventually, so leave those blank.


Now then, lets see some fighting shall we? Here's a small scale example map. Here we see 3 federation Liger tanks and a Sabertooth tank facing off against 2 unidentified alien units, they look to be some form of hover tanks. Maps are going to be much larger than this, but for the sake of this moc battle this will work fine.


As stated previosly in the Unit Profile sheet, this post will further explain the color reference box on a profile card. In a battle group, you will be fielding many units at the same time, and it's important to be able to keep track of which unit's profile card you're looking at. The unit's reference color makes keeping track of this very easy. The unit's placer block should match the color in the reference color box on the profile card. It's also helpful if you put reference colors on the unit itself, but isn't required.


When a player is viewing the combat scenario, it should look something like this. At both ends of the map should be the 2 competing faction's battle groups. This way all the information you need is there in front of you, and there is no way for players to be confused as to what has happened or take advantage of this confusion.


Here's our Battlegroup sheet, with our 3 light tanks and a heavy tank.


And here's the alien's battlegroup sheet. Wow, only 2 light units? they must think they're pretty tough huh? Lets show em who's boss!



For the sake of this moc battle, the aliens will be attacking, so they get first move. The alien tanks have 5 movement. Remember, 1 movement stat point is equal to 2 studs worth of movement, so a 2X2 plate is perfect for showing movement. 1 plate is equal to 1 move, so they can move a distance of 5 2X2 plates. Movement tiles should be colored transparent light blue, as shown. Think of it as moving on a chess board. Movement starts at the placer block, and after the movement path is specified, move the placer block to the end of the movement path. This allows easy movement of units on the map, as the unit can then just be grabbed with the "select all connected" tool or whatever you want to call it, then placed upon the placer block again at the new destination. A round 2x2 plate should be placed at the placer block's old position to signify where it was moved from. Also, the unit's movement trail should only show that unit's movement from 1 turn ago. When you move your unit and he has a movement trail from the previous turn, delete it. This prevents clutter on the map. Again this is for the purpose of avoiding confusion between players as to who did what.


Now it's our turn to move. Our Liger tanks get 4 movement, and our Sabertooth has 3 movement.


Now, the aliens move again. Looks like they're getting pretty close!


Looks like 1's about to fire! Now remember, 1 stat point of range is equal to 4 studs. So to judge range, 4X1 transparent red tiles are a good start, but you can also use other tiles like 2X1's, what matters is that 1 point to range is 4 studs. This is also a good way to signify what unit is shooting at what. The alien tanks have 4 range. Like movement, range starts at the placer block, and ends at the opponent unit's placer block. If it reaches the other unit, you can fire upon them.


Looks like our units are just out of their reach. Now it's our turn to move!


We're right up on em now! Let's check range:


Our Liger tanks have 3 range, and the Sabertooth has 4. Looks like a Liger and the sabertooth are both in range!
The Liger fires a round from it's powerful cannon!


Liger tanks have 4 dammage points, and the alien hovertanks only have 3 health. He's dead!


Now, it's the Sabertooth's turn! His 2 powerful cannons rip into the alien tank!


The Sabertooth has a whopping 9 attack! That alien tank is definately smoked!


That's all the aliens, so we win!


And this concludes our combat demo. Later, we'll look into air units and unit abbilities, but first we must have our first real battle! Go make your battlegroup cards and prepare!!!

The download below contains the Battlegroup Sheet as well as a faction emblem template.


Building instructions
Download building instructions (LEGO Digital Designer)

Comments

 I like it 
  August 10, 2011
Great! I'll make mine now.
  June 4, 2011
"To the current leader of the Terran Federation And/Or the Commander-in-Cheif of it's military. "Praetor Rexh'en of the Kilestian Star Empire announces that he will soon be de-classifying ceartain files regarding our military, and that he will soon invade the territory of the Typhoon Squadron. "Rexh'en conveys his greetings and has decided to give you a warning as to his plans for the future; after we have anihilated the Typhoon Squadron, you're next. "If you prove powerful enough an opponent the Praetor may, at some point in the future, consider an alliance with you. At the time being, however, you may consider yourself Meat." --Reko Fens, Military Supreme Commander, Kilestian Star Empire.
 I made it 
  April 30, 2011
Quoting ED Eroomdivad After reading through this again, I've noticed something. The Health seems a little low. I think 1:2 would be better than 1:1. Because in that battle it was all about who could attack first, because the damage to health ratio was favouring damage greatly. Plus the 11 attack of your heavy tank seemed wasted on a three health unit. But if it had six health it would make having an 11 attack worth it. I think that would improve the TaCoS. :)
That's a very good point, and this is always open to change. That's why were testing this, to see what needs improvement. However, I would like to complete our first battle before any major changes such as a 2:1 health ratio are implemented. At the end of me and Andrew's fight, if you still feel this is a problem, we shall discuss it further on the TCS thread ok?
 I like it 
  April 30, 2011
After reading through this again, I've noticed something. The Health seems a little low. I think 1:2 would be better than 1:1. Because in that battle it was all about who could attack first, because the damage to health ratio was favouring damage greatly. Plus the 11 attack of your heavy tank seemed wasted on a three health unit. But if it had six health it would make having an 11 attack worth it. I think that would improve the TaCoS. :)
 I like it 
  April 29, 2011
Second thought can you Email me the building guide chunkblaster?
 I made it 
  April 28, 2011
Quoting ED Eroomdivad Woah. It just keeps on getting better! I've just got one idea to add this. I think that for battles we should make use of the grouping function on LDD. I haven't used it yet but it seems straight forward. Select what to group, then click 'create group'. Each unit could be a group. This would make movement easier.
Sounds good, but thats really something more playerside, so thats on you. I'll see if I cant figure out how to work it, would definately be useful.
 I like it 
  April 28, 2011
Mega epicness. Give me a few days; I'm going to completely re-do all me units, and post them all in one post with their value cards.
  April 28, 2011
Woah. It just keeps on getting better! I've just got one idea to add this. I think that for battles we should make use of the grouping function on LDD. I haven't used it yet but it seems straight forward. Select what to group, then click 'create group'. Each unit could be a group. This would make movement easier.
 
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