Tabletop Simulator

Tabletop Simulator

TF2: Mann at War (custom board game)
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Update: 8 Jul, 2024 @ 4:16pm

Patch V3.15
Class Changes:
Pyro
-flamethrower generates 1 afterburn (from 2)
-airblast now requires a 4+ to negate an attack (from 3+)

Demoman
-sticky bomb damage reduced to 1 (from 2) per bomb

Medic
-medigun heals reduced to 1 HP restored (from 2)

Update: 19 May, 2024 @ 6:30pm

Patch V3.14
Scout
-Nerfed/reworked dodge ability. Instead of rolling a separate die for an attack that hit the Scout, the ability now applies a -1 to all hit rolls against the Scout.

Gunslinger and Huntsman are now outdated classes and have been placed in the OUTDATED baggie with the old maps.

Update: 20 Apr, 2024 @ 5:07pm

Patch V3.13
Heavy
-being revved up now grants enemies +1 to hit the Heavy

Medic
-now requires an action to perform self-care

Update: 8 Sep, 2023 @ 8:15am

Patch V3.12

Class Changes:
Pyro
-Movement reduced to 5 (from 6)

Heavy
-Minigun rapid fire reduced to 3 (from 4)
-Minigun spread adds +3 attacks within half range (from +2)
-Removed rev-up making the Heavy easier to hit

Engineer
-Movement reduced to 5 (from 6)

Medic
-syringe gun rapid fire reduced to 2 (from 3)

Sniper
-SMG rapid fire reduced to 2 (from 3)

Knight
-Longsword deals 2 damage (from 1)
-Charging bonus damage reduced to +1 (from +2)

Update: 2 Aug, 2023 @ 6:18am

Patch V3.11

Class Changes:
Heavy
-increased minigun’s range to 8
-reduced minigun’s rapid fire to 4
-added new effect to minigun: spread
Spread adds +2 attacks to the minigun’s rapid fire while within half the max range.

Medic
-added overheal to the medigun.

Update: 13 Jun, 2023 @ 10:03pm

Patch V3.10
General changes:
-Blast damage has been reworked. Mercs can no longer target the ground with blast attacks to catch enemies in the radius. To compensate for this, the autohit change has been reverted for them: damage from blast radius now autohits again. Additionally, blast weapons have received a direct-hit damage buff.
-Most mercs have had an HP increase.
-Some weapons have had a damage increase.

Scout
-Increased HP to 3 (from 2)
-dodges attacks on a 4+ (from 3+)
-can not dodge damage dealt in a blast radius


Soldier
-Increased HP to 5 (from 4)
-Movement increased to 5 (from 4)
-Base rocket launcher damage increased to 3 (from 2)
-Rocket launcher blast radius increased to 2 (from 1)
-Now has a shotgun as a secondary weapon

Pyro
-Increased HP to 4 (from 3)
-Flamethrower now deals 2 afterburn tokens (from 1)
-Flamethrower range increased to 4 (from 3)

Demoman
-Increased HP to 4 (from 3)
-Base grenade launcher damage increased to 3 (from 2)
-Grenade launcher range increased to 8 (from 6)
-Sticky Bomb rework: It now costs an action to place a sticky bomb token. An action in a later round will detonate all placed sticky bombs. Each placed sticky bomb deals 2 damage in a radius of 1.

Heavy
-Increased HP to 8 (from 6)
-Minigun range increased to 7 (from 5)
-Sandvich healing increased to 8 (from 5)

Engineer
-Increased movement to 6 (from 5)

Medic
-Syringe gun hits on a 4+ (from 5+)
-Medigun healing increased to 2 HP (from 1)

Sniper
-Increased HP to 3 (from 2)
-SMG hits on a 4+ (from 5+)
-Mark for Death deals increased damage by +2 (instead of just a crit)
-Mark for Death now applies a +1 to hit roll bonus

Spy
-Increased HP to 3 (from 2)
-Added Sapper ability (destroys a building next to the Spy instantly)

Knight
-Increased HP to 5 (from 4)
-Charge no longer provides a to-hit bonus
-Charge now causes longsword to deal +2 damage (from +1)

Gunslinger
-Increased HP to 3 (from 2)

Update: 17 Apr, 2023 @ 7:26pm

Patch V3.9

Core game changes:
-Removed autohit from everything
-Weapons with a blast radius must now roll an attack roll against each merc caught in the blast radius. Usually the attack roll to succeed in a blast radius attack is a 2+.

Class changes:
Scout
-no longer suffers penalties to his dodge roll for autohits.

Soldier
-blast radius now damages on a 2+ (instead of an autohit).

Pyro
-flamethrower now hits on a 2+ (instead of an autohit).

Demoman
-blast radius now damages on a 2+ (instead of an autohit)

Engineer
-Sentry Gun now deals damage on a 2+ (instead of an autohit)

Medic
-Syringe gun is now rapid fire 3 (from rapid fire 2)
-Syringe gun is now range 5 (from 6)
-Syringe gun now hits on a 5+ (from 4+)

Update: 4 Apr, 2023 @ 8:18am

Patch V3.8

Class changes:
Demoman
-nerfed grenade launcher’s range to 6 (from 7)
-nerfed sticky bombs to damage on a 3+ (from 2+)
-buffed sticky bomb range to 4 (from 3)
-sticky traps ignore cover (was always intended as the case, but specified on the card now)

Heavy
-buffed minigun to 6 attacks (from 5 attacks)

Sniper
-nerfed SMG to 5+ hit (from 4+)
-nerfed SMG to 5 range (from 6)
-buffed SMG to 3 attacks (from 2)

Huntsman
-buffed HP to 3 (from 2)

Update: 2 Apr, 2023 @ 8:31am

Update: 2 Apr, 2023 @ 8:26am

Patch V3.7

Added an optional, alternative way to limit respawning: The Reinforcement System
-When using reinforcement system, the amount of respawns each team has is limited.
-Players must agree before the game starts if they will use reinforcements, or respawn decay.

Heavy
-rev-up can now be ended at the end of the Heavy’s activation, instead of the end of the round.

Medic
-self-care now triggers at the end of the Medic’s activation, regardless of damage he took in the round.