War Commander

War Commander

thingiverse

My nephews and I craved an exciting tabletop game to share in excitement. Following exhaustive research, we took the bold step of designing our own, dubbing it Victory Leader, a fusion of influences from Red Alert and StarCraft. Each element is precision-crafted through three-dimensional printing. To play, players merely need standard six-sided dice. Though still refining rules and gameplay mechanics, contributions and ideas from anyone willing to help are invaluable at this juncture. To optimize ease in manufacturing, the focus is on creating pieces that can be intricately assembled while minimizing print dimensions. Victory Leader Basic Rules: Every participant commences play with a command center, 10 units of mechanized infantry (consisting of two mechanized infantry figures), 250 energy points, and 250 quadtainium resources. To decide which player takes the initial turn, players roll dice. The start of each turn is comprised of a collecting phase, during which every operational power plant generates 40 energy points, while every quadtainium facility supplies 40 quadtainium resources. Subsequently, there's the build phase, in which participants can spend both types of currency to secure more assets. The game progresses to its movement phase next; all units not in the proximity of enemies will stay put, whereas any within range automatically engage the foe. Mechanized infantry and mechanized units have unique health levels (health levels are indicated with "Health 25" etc.) alongside varying ranges, damage infliction potentials, defense strengths, and rate modifiers that dictate movement speeds. The Mechanized Infantry figures bear: Health - 25; Range - 3; Damage - x5; Defense - x8; Movement multiplier of -x2. They come at a cost of 20e/20q resources. "Requires Barracks". Mechanisms bear their own set of specifications too: Health and defense scores for these mechanisms as mentioned are the base specifications but also include movement modifiers as follows. Health & Damage ratings range between "health 65 damage x9" with certain specified "cost". Some pieces come equipped in a state that may not require a lot. Pieces like this usually only needs few other parts in order to get completed. Command Centres (units are health, damage and move multiplier. Health, Defence - cost), Buildings also share very specific parameters: (health level; Defence levels; range.) Power Plants - Power plant “Cost: 100e/100q.” With such characteristics. Power plants and Command centers can all stand against a strong offense as these buildings have health score 250 “Defence level is” with its "Cost e”. The cost is also shown. A higher value often corresponds to higher Defense rating. Quadtanium Plants “Require Energy & Quadtinium but they don’t give you anything. They only take and defend. But like the previous plants they will still protect all your resources.” "Quadtanium Plant." These two facilities stand tall, as seen earlier as their "Defence is x10". Barracks Each piece comes with it's unique “requirement”, so these units need a barrack or sometimes even barracks & War factories in order to be activated. Buildings require construction of their specific types for successful placement on board. Quadtanium These facilities don't offer you energy or resources as like before plants only serve protection & support from all sides by means of "Quadtainiums." Quadtanium is expensive “but with the defence level is a must”. It will make it easier to withstand opponents but they also help protect. But as for providing units to play your game its job ends after a certain stage.” Krual Krul This building gives energy to players if placed, but as usual its also has unique “cost”, “Quadtaniums and Resources required” that one can check above. Units in Krion are strong & cost resources. In a way these plants do work but unlike Power plants that provide energy this "Command Centers does just take care. "These structures have more defense levels." They support in combat so they get protection which allows your army grow. Units don't even exist because only buildings like above were mentioned with some sort of stats so its difficult to predict victory for any game. This Victory Leader's primary purpose isn’t the actual victory itself but also defending players against potential threats in addition protecting your resource gathering & providing safe environments, and keeping an edge throughout all matches. The strategy remains quite complex. Krion & It gives players even greater capabilities to construct other such strong facilities or units and fight on with a greater possibility of winning because as seen this is Victory leader that protects all other pieces. With such buildings being extremely helpful when used together. They give additional defence which can protect more areas from potential enemy movements, thus allowing one’s army and also resource points in a safer area.” They serve dual roles since they provide not only strong units but even the buildings or whatever you can call those pieces for Victory leader as mentioned in victory leader rules earlier “these also require Quadtinium and energy”. So with this building alone Victory Leader seems much stronger. Thus to ensure success at game these players use multiple methods which give an upper hand when it comes fighting with enemy resources because like before this has both high cost as well. All the previous units, mechanisms and plants do get very specific set parameters such as health, Defence level that may need “barrack’s or genetics labs in some scenarios”. With those unique features & defence they make a strong base where you will easily overcome your opponent due to better stats so all that's required now is placing all other important figures or whatever that was given for Victory Leader on these mentioned fields with correct parameters which makes Victory Leader more formidable game because even at last part Victory Leader players don’t give much in return.

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