We used Tabletop Simulator for the first time Thursday to conduct a play test of Ages of Conflict. It isn’t the same as sitting around a table face-to-face, though I believe it will be a valuable tool that will allow us to test more frequently.
We used small squares to represent the units. We opted to not use miniatures as that seemed like a bit of overkill for play tests. Each unit is numbered and has a small spin counter on it to represent its Presence. (Presence is a measurement of a unit’s ability to withstand damage as well as its ability to project as a threat.) We used index cards to list each unit’s other characteristics and equipment.
Ages of Conflict utilizes d10s for task resolution. Tabletop Simulator allows you to roll any number of dice with each throw. You can toss the dice on the table, use a dice tower, or a dice tray. (The roll below isn’t all 1s, so we know that isn’t Mike’s roll.)
We played a small game pitting Celts versus Parthians with Mike controlling the Parthians and Brian (Later Joe.) the Celts. Below are the two armies arrayed just prior to the battle commencing. The white squares are the Parthians. The black squares are the Celts.
The battle is well under way. Order counters are used to determine what action(s) are available to a unit during a particular turn. Order counters are flipped over until the unit is activated so that your opponent doesn’t know what you have planned.
The battle ends with the Celt slingers raining down a hail of bullet stones on the remaining Parthian spears and archers.