Tabletop Simulator

Tabletop Simulator

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TF2: Mann at War (custom board game)
   
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Type: Game
Complexity: Low Complexity
Number of Players: 2
Play Time: 60 minutes
File Size
Posted
Updated
657.773 KB
29 Dec, 2020 @ 12:25pm
8 Jul, 2024 @ 4:16pm
59 Change Notes ( view )

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TF2: Mann at War (custom board game)

Description
The classic hat-based mercenary combat game is now a 1 on 1 board game where each player commands a team of six battle-ready mercenaries into a strategic, dice-based wargame!


Rules: https://docs.google.com/document/d/173pqFoH1aDiwFOcN7GSfnbzW1E556rAOIwCJRIejPpE/edit?usp=sharing

Contents:
-12 RED and BLUE mercenary models and stat cards
-all 9 mercs from the original game, +3 subclass characters
-1 redesigned map, with more on the way with new modes
-Dice
-And more dice

Credits:
Tf2 by Valve

Cover image from a TF2 music video by Stupendium + Harry101UK (https://www.youtube.com/watch?v=y1IE9zLKBrw)

HP tokens from a Binding of Isaac: Four Souls workshop mod (Here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1493398278)

Other models from Tabletop Simulator
14 Comments
D3monicAdvocate  [author] 4 Feb, 2024 @ 7:14pm 
it does indeed require his entire move action for the turn
Unuspooky 4 Feb, 2024 @ 5:36pm 
Quarrel: Does Demo Knight's charge take up his entire Movement Action or can he move and then immediately charge in a completely different direction in the same activation?
Unuspooky 1 Jun, 2023 @ 7:07pm 
Wait, nevermind, I found the map-changing button; this is now a perfect game. Though I think you could do a lot with redesigning the merc cards: You could design them based on poker cards or wanted posters. Regardless, if you do decide to redesign them, I recommend paint.net; its free, and I've used it to make simple honest-to-god good-looking sh!t
Unuspooky 1 Jun, 2023 @ 7:02pm 
When did you update this game? It looks so much cleaner and you have all the Engineer's buildings added, I love it! Well, minus the exclusion of the payload rail on the new map, but it still looks so much better!
Unuspooky 16 Oct, 2022 @ 2:00pm 
It does help indeed! I was again confused, this time by the large number of dice. And again, I really do love where this game is headed, and can't wait for the finished product!
D3monicAdvocate  [author] 16 Oct, 2022 @ 1:38pm 
to see if something hits, you roll a die. The number on the "+ hit" is what you need to roll for the attack to hit.
"3+ to hit" means a 3 or higher on a six-sided die is what you need to roll for the attack to hit

I haven't looked at this game in a while, so it's gonna be a long time before I update the Upgrades tab.

Hope this helps!
Unuspooky 16 Oct, 2022 @ 12:40pm 
Oh, wait, and one more How does the numbers with '+ Hit' on the card work? Like the Scout and his 3+ Hit, or Sniper and his 4+ Hit. And don't worry, I know how Pyro's Autohits work
Unuspooky 16 Oct, 2022 @ 12:34pm 
Ohhhhhh, I get it! The inclusion of metal just confused me. And I do have one last question: When is the Upgrade chapter in the Notebook gonna be updated?
D3monicAdvocate  [author] 16 Oct, 2022 @ 12:29pm 
he starts with 2, and spends 1 to place a building. He gains back full metal when he dies, but loses 1 again if he still has buildings in play.
Ex: engineer places a sentry gun. He now has 1 metal left.
Engineer dies and respawns. If his sentry gun is still alive, he will respawn with 1 metal. if its dead when he respawns, he will have 2 metal again.
If both his buildings are alive, he will not spawn with any metal.
If his building dies while he is alive, he will not get his metal back until he dies and respawns

any other questions?
Unuspooky 16 Oct, 2022 @ 12:09pm 
What I mean is how do I know how much Metal the Engineer has at a time? Does he start with a finite amount at the beginning of a game?