“You must be the sorriest looking bunch of rookies I’ve ever seen. But when I’m finished with you, you’ll be ready to give them hell.”
Attention! Operation Rivet Wars: Reloaded Kickstarter is a few weeks away.
Follow the page NOW for an express telegram when the campaign deploys on September 6.
Last time we briefed you on the overview of what Rivet Wars: Reloaded is. If you missed that you can find it here.
Luckily for you grass-green recruits, General Patston’s sent us another dossier from the frontlines for your basic training!
Say goodbye to being a civilian; this Basic Training document will have you ship-shape and ready to fight in two shakes of a lamb’s tail. We need to get you ready to face the Blight! Or maybe you’ll end up joining them, who knows...
Preparing for Battle in Rivet Wars: Reloaded
Let’s start with the game board.
Rivet Wars: Reloaded uses a modular gaming surface made up of various tiles. These tiles have different shapes and sizes, as well as different gameplay interactions.
Most tiles show the war-torn battlefield surface and trenches, like these:
PLEASE NOTE: Gameplay visuals are from a demo, Tabletop Simulator version of the game. They are work in progress and not indicative of the final game.
Small miniatures, like a single Rifleman, are positioned in a single space, whereas larger miniatures, like a Rocketcycle, occupy multiple spaces.
Fairly straightforward stuff.
The next thing you need to know is that Rivet Wars: Reloaded is a scenario-driven game. Each scenario will have a number of strategic objectives. These are the spaces on the board you need to take and hold to score victory points.
Each scenario also has a different tile set-up. Some scenarios are more of a pitched battle, with a large number of tiles set up at once, plus multiple bunkers, trenches, and objective markers…
… Whereas others are more dynamic, with a small number of tiles at first but new ones added as the game goes on.
Getting Onto the Battlefield in Rivet Wars: Reloaded
One thing that sets Rivet Wars: Reloaded apart from most tabletop war games is that you don’t set up your whole army on the field at the start of the game; you bring them in each turn by spending deployment points.
This gives you a lot of tactical flexibility, as you can respond to the changing tides of battle by sending on the right units at the right time.
The highlighted icon in the cards above is how much the unit costs to deploy. Generally, you’ll get 3 or more deployment points to spend on any units you have available. Here, an Allied player could deploy 3 of their Riflemen for 1 deployment point each, for example.
Some of the rarer and more powerful units cost rivet points as well as deployment points, to limit your access to these specialist units and heroes.
The other difference between deployment points and rivet points is that you can save rivet points turn after turn to pay for some really heavy metal.
That’s all we’ve got time for today! Keep your eyes to the skies for another content airdrop on more Rivet Wars: Reloaded features.
Oh yeah, and don’t forget to sign up to the Kickstarter page! Now that you’ve read all that, there’s no way you’ll want to miss out…