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Dev Blog #1: Gangs Arena 2.0 - first look

Greetings, fellow gamers! We are excited to announce some major changes to Rock Head: Gangs Arena that we hope will enhance the gameplay experience and make it more immersive. In this blog post, we'll discuss the changes we've made to movement and attack mechanics, combat rules, unit attributes, and more. Rock Head: Gangs Arena is soon to be ported to Tabletop Simulator for everyone to give a try before printing - free of charge! As always, we welcome your feedback and suggestions for future improvements.

Movement and Attack Mechanics

One of the biggest changes we've made is to the movement and attack mechanics. We've abandoned tiles and tile movement in favor of inches and an open map. This allows for more realistic movement and positioning of units, as well as more granular control over attacks. Players can now move their units freely across the battlefield, rather than being restricted to a grid-like system.

In addition, we've made changes to the attack mechanics. Energy barriers, Seals of Fury and other POI have been replaced with terrain that provides different cover bonuses. How likely characters are to get hit and killed is now determined by a combination of the attacker’s accuracy and the target’s Wound attribute. Line of sight is taken into account when calculating attacks. This adds a new layer of strategy to the game, as players must carefully position their units to take advantage of cover.

Combat Rules

To make combat more dynamic and unpredictable, we've made some changes to the combat rules. Players now have to pay special attention to Gang Leaders, who can provide bonuses to other gang units and help turn the tide of battle.

Unit and Weapon Attributes

We've also made changes to unit and weapon attributes. Weapons now have additional traits on top of range and accuracy stats, making it important for players to choose the right weapons for the job.


Finally, we've added scenarios to the game. These are pre-designed missions that provide players with specific objectives and challenges: namely, “Capture the Flag” and “Control Point” in addition to the default “Elimination” scenario. Each scenario has its own set of rules and victory conditions, making each game a unique and exciting experience.

We believe that these changes will make our skirmish wargame more engaging, immersive, and fun to play. We hope you'll enjoy them as much as we do. In addition, we would like to announce a giveaway. Once the game is ported to Tabletop Simulator, you’ll have a chance to win a month of free Taiga Miniatures subscription and access to the closed beta of our upcoming skirmish wargame by sending us your battle reports.

Until next time, happy gaming!


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