Tabletop Simulator

Tabletop Simulator

TF2: Mann at War (custom board game)
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Update: 4 Sep, 2021 @ 11:16am

Patch V2.5.2
Balance:
-Soldier's movement speed increased to 4 (from 3)
-Demoman movement speed increased to 5 (from 4)
-Heavy's minigun range increased to 5 squares (from 4)
-Medic's movement speed increased to 6 (from 5)

Update: 2 Sep, 2021 @ 10:47am

Patch V2.5.1
Scout - HP increased to 3 (from 2)
Sniper - HP reduced to 2 (from 3)

Update: 27 Aug, 2021 @ 5:42pm

Patch Notes V2.5
Reworked the core balance and design of the entire game.
All mercs have more health, making them harder to kill quickly. To balance this, respawns have been turned off for normal play.
ALSO: I finally added a link to the rulebook in the workshop instead of needing to load the game and go into the notebook!

Gameplay Changes
Mercs no longer respawn when defeated. If a player now does not have any mercs left to activate on their team during their turn, but the opponent does, the player without mercs left to activate is skipped until every merc is activated. Respawn zones have been renamed to “spawn zones” to reflect this purpose.

Teams are 6 vs 6 with duplicates allowed.

Balance Changes
New HP values:
Scout - 2
Soldier - 5
Pyro - 4
Demoman - 4
Heavy - 6 (unchanged)
Engineer - 3
Buildings:
Sentry gun - 4
Dispenser - 4
Teleporter - 3 (stayed the same)
Medic - 3
Sniper - 3
Spy - 2 (unchanged)
Knight - 4 (unchanged)

Scout succeeds his dodge rolls on a 3+ (from 4+).

Pyro’s flamethrower now deals 2 afterburn damage (from 1) per attack.

Update: 3 Aug, 2021 @ 4:51pm

Update: 3 Aug, 2021 @ 4:46pm

Patch notes V2.3.1

Returning to 5v5 with up to two duplicates per team
Reworking Demoman sticky bombs

Buffs and Nerfs:
-Demoman’s grenade launcher radius reduced to 1 (from 2) and to hit reduced to 4+ (from 3+)

-Demoman’s sticky bombs reworked completely
Sticky traps are placed before the battle begins (but not actually placed on the board), During their turn, the Demoman may detonate a trap on a merc he sees to deal quick damage. Limited to six bombs in a game, but multiple stickies can be used per trap.

-Sniper’s rifle range has been restored to 8

-Sniper’s SMG range increased to 4 (from 3)

-Spy revolver range increased to 6 (from 5)

-Knight’s max HP reduced to 3 (from 4)

-Cooldowns are clarified: the END of every round counts as a cooldown, INCLUDING the round they were used. Cooldown numbers have been changed to reflect this

Update: 16 Jul, 2021 @ 2:59pm

Update: 16 Jul, 2021 @ 2:57pm

Patch notes V2.3 (sorry, still no upgrades)

-Changed game to 4v4 mercs instead of 5v5

-Can no longer have multiples of the same merc on a team

-Removed the Gunslinger class (will be adding options for Spy’s revolver to be more effective separately in the future)

-Scout has max 5 movement while carrying a briefcase

-Soldier can not rocket jump while carrying briefcase

-Medic’s medigun only heals 1 HP.

-Sniper’s attacks against marked targets no longer have +1 to the attack roll

-Sniper’s sniper rifle has 6 range (instead of 8)

-Spy has 5 movement (instead of 6)

-Spy’s backstab hits on a 4+ instead of 3+

-Spy’s cloak has been reworded for clarity

-Knight’s card portrait updated

-Knight deals +2 damage with longsword after charging (instead of +1)

-Knight’s charge cooldown reduced to only 1 turn

-Armor-Piercing has been reworked to counter Armored status and do nothing else.

-Armored effect has been clarified: Rapid Fire weapons that deal more than 1 damage TOTAL deal -1 damage against Armored.

Update: 28 Apr, 2021 @ 5:23am

Update V2.2

-New class: The Gunslinger
Based off the Gunspy with the deadringer (only without the cloak)

-Heavy buff: minigun is now rapid fire 4 instead of 3

Update: 28 Apr, 2021 @ 5:22am

Update: 22 Apr, 2021 @ 10:58am