Tabletop Simulator

Tabletop Simulator

Pocket-Tactics
77 Comments
Solstar Jan 15, 2022 @ 11:45am 
there are stats cards missing for a lot of sets, liek the cosmoknight, there is only one stat card
dutchmogul  [author] Jun 22, 2018 @ 11:05am 
@Unicorn Man_Puppet It's in the works! We'll keep this here for the time being, and post an update when the new version is available.
Unicorn Man_Puppet Jun 18, 2018 @ 6:06pm 
Thank you, I got the game not too long ago and I wasn't aware that the uploading process had even changed in the first place, I look forward to the updated version because it looks like an extremely fun game
dutchmogul  [author] Jun 18, 2018 @ 5:01pm 
@Unicorn Man_Puppet You know, this was uploaded back when the process was different and you had to use an external site to keep th parts. We haven't made any changes to that account, but it might just be experiencing growing pains as TTS updates to bigger and better things. We won't be able to modify this one, but the good news is that we should have a new version before too long (as we have a new edition in development) and we'll likely replace this entirely once that's ready.
Unicorn Man_Puppet Jun 13, 2018 @ 3:07pm 
Everything is unaligned and the wasteland tiles glitch out, someone please help
Unicorn Man_Puppet Jan 3, 2018 @ 8:07pm 
The wastland tiles spazz out and the auto placement doesn't work well, is there something wrong with my download?
therecanOLIbe1 Sep 27, 2017 @ 8:59pm 
Hi, I'm still licking my chops for Pocket Tactics version 4, and am still subscribed and following this content. I speak mostly for myself, but I'm not alone, when I ask: why haven't you guys posted any updates on Pocket Tactics version 4?
dutchmogul  [author] Jul 31, 2016 @ 2:46pm 
@Codo Honestly, my advice would be to start with free programs like TinkerCAD and Sculptris. There are lots of tutorials online and you might be surprised how accesible they are.
Codo Jul 31, 2016 @ 1:12pm 
Question. I'm very new to making models in Tabletop Simulator, and would like to know: How have you made your models, and is it difficult for someone who's NEVER done something like this?
RustPickle Jul 3, 2016 @ 11:49pm 
Now, are you sure the Commando isnt Doom Guy?
Lord Richiii Jun 20, 2016 @ 10:07am 
Kann mir einer die Regeln auf Deutsch erklären? Bin der Englischen Sprache nicht mächtig :-)
Demeju Feb 4, 2016 @ 10:22am 
Thanks, it could take a while though, taking much longer than I had hoped :)
dutchmogul  [author] Feb 4, 2016 @ 8:36am 
@Demeju Yeah, go for it! Drop me a link when you have it posted.
Demeju Feb 3, 2016 @ 1:01pm 
Hi, I'm currently working on a competitive RPG lite game and would like to include some of your models, would that be ok to do ?

I would of course give you full credit and link back to here :)
jangil Jan 24, 2016 @ 3:21pm 
@dutchmogul Here it is! http://steamcommunity.com/sharedfiles/filedetails/?id=608047986 I hope you like it. It was not hard, just time to put it together and edit the text from the rules pdf. Not the prettiest, but it works :D Any suggestion or change is welcome, I'm sure there are some errors on the rules.
dutchmogul  [author] Jan 24, 2016 @ 10:43am 
@nangil Oh, I'm not sure? Maybe upload it as a module?
jangil Jan 24, 2016 @ 4:48am 
@dutchmogul nice! :D how do I send you the table? XD I have everything in a save file if those are accesible.
dutchmogul  [author] Jan 23, 2016 @ 6:00pm 
@jangil Hey, awesome! Yeah, I would love to see the notebook. That would be awesome. Also, we're getting close to a production-run Kickstarter campaign and a new, enhanced/streamlined version, and I'll make sure and get it loaded up here as well once that's ready.
jangil Jan 23, 2016 @ 5:09pm 
Hi there! It's great to have Pocket Tactics at TTS! Thanks!
I've been gathering everything you have uploaded separately into the same table, also copied the rules to the notebook in-game. Would you like to have this?
Sh!t Boy Suede May 15, 2015 @ 3:33pm 
ok as of right now i dont have much money to spend ill have to wait untill i start my summer job, but i will but some sets once i get paid
dutchmogul  [author] May 15, 2015 @ 3:01pm 
Oh, for sure. We won't be offering them there much longer, but if you want to place an order, just let me know which factions you'd like and we can do those instead. Any of the sets on the faction page are available: http://www.thingiverse.com/dutchmogul/collections/pocket-tactics-factions/page:1
Sh!t Boy Suede May 15, 2015 @ 2:52pm 
are you going to be putting more sets on esty, cuase ill buy them in a heart beat. playing on steam is great but i would rather do it in person, but i lack a 3d printer to do so
dutchmogul  [author] Mar 7, 2015 @ 7:58am 
Yes, very good questions, and no worries, I'm happy to answer them.

So, in the Arms Dealer's case (or whichever ally is adjacent to her) you just count connected tiles, no need to worry about straight lines. Count through connected tile edges, and blank spots (where there are no tiles) don't count. It doesnt have to be straight as it could be accouinting for lobbing artillery, seeking ammo, all kinds of crazy stuff. In the Archers case (from Men of Midgard), they can do the same thing and are effectively using a volley of arrows. We had those two in combination once, and that was nasty.

Okay, as for the Sniper, none of those quite work. Straight lines need to go straight in the directions of the tile edges. You don't need to draw a line, jut connect tiles in a straight line. It will be blocked by empty spaces and walls from tunnel tiles, but that's it. Here's a pic: http://i.imgur.com/Bs4PhwP.png
Ric Mar 7, 2015 @ 12:44am 
This is an amended post (again, curse the 1,000 character limit!) for my other post on line-of-sight. We were looking at the Iolosian Trade Guild faction and noticed the Arms Dealer's ability says that he increases an adacent unit's range and himself by 1. Unlike the sniper, who has an extended distance, this ability limits distance to 2 hexes away. Let's take a look at this screenshot:

http://imgur.com/lBrGzPE

The Arms Dealer clearly can shoot the Enforcer since he's 2 hexes directly away, but due to the awkward distance between the Contract Enforcer and the Enforcer, is he still able to take a +2 hex ranged shot?

Thanks again.
Ric Mar 7, 2015 @ 12:43am 
I hate to keep spamming the comments here, but I feel like my gaming group's nearly 100% set with the rules for pocket tactics. Again, thank you for the quick responses! We really appreciate your dedication to answering. Here's a new inquiry, this time talking about line-of-sight attacking.

So we're all clear that a sniper (for example) can shoot at a distanced unit, but here are 2 screenshots regarding legitimacy for the 'angles'.

1. Is this shot legitimate, even though it's not 'straight' with the hexes: http://imgur.com/jj1hBjw

2. If it is, then what about this?
http://imgur.com/JTcyyCz

3. Lastly from this example, is this legitimate?
http://imgur.com/34LhB0W

Cheers, as always.
dutchmogul  [author] Mar 6, 2015 @ 8:20pm 
Hey, Ben. Yeah, we do, though we currently have to charge an arm and a leg because it takes us so long to produce them, although we are looking into methods to do a production run and maybe Kickstart that. In the meantime though, they're in our Etsy store, and if you see a set you want that isn't there, just message me about it and I can substitute whatever.
https://www.etsy.com/shop/IllGottenGames
dutchmogul  [author] Mar 6, 2015 @ 8:18pm 
Oh, and in further response to the set balance, the Separatists actually won our 2014 in-company tournament, and the Dominion are currently holding the most territory nodes in our campaign (with one week to go... fingers crossed), so they still do alright.
dutchmogul  [author] Mar 6, 2015 @ 8:17pm 
Oh, hey, sorry about that. I had t bolt to go run an event (there now) and I missed those other sections.

Okay, very good question on the Obelisk. So, first, as you now know, a 6 doesn't mean an auto-tie (although an enemy will have to have more than one ODD sie to be able to defeat it). Normally, yeah, you could only deploy it into a tile adjacent to your base tile, and while you could bottle-neck with the right map build (especially if you have a Water tile there... yuck), it's types include "Demon" which means it can be summoned using the Unholy Vessels or Dark Priest's abilities, which, combined with the Cultists, can really proliferate your Demon pieces out into the map.

Alright, as for Tunnel tiles (Caves, Complex, and Dungeons), yes, unless the tunnels line up with your line of sight or adjacency, the walls will interrupt both. That can be a drag for the Arcanist (in the main set).
Ric Mar 6, 2015 @ 5:50pm 
Thanks for clarifying the 6-wars problem, dutchmogul. I noticed after reading your post that the rules do mention this, but I missed it accidentally.

Pretty much the only two things I have left on the quesiton table are the 2nd and 4th questions I had (I made the mistake of saying I had 3 questions in the beginning, but had a 4th question at the last second). The 2nd question was on the Demonic Obelisk unit, specifically, and the 4th question was about line-of-sight being taken into account with assist-bonuses in tunnel-environments like dungeons. Thanks for dedicating time to answering all these concerns, once again!
Ben Mar 6, 2015 @ 5:19pm 
Do you guys sell your physical models anywhere? Having playtested the game, I really like the design and huge variety of your models & setting, and would love to own & paint up a physical set.
dutchmogul  [author] Mar 6, 2015 @ 5:00pm 
Yeah, no worries. Happy to help. And I know, the character limit hurts.

Okay, first off, 6s don;t mean the whole test is tied, just the 6s. If you have a 6 red and the opponent has a 6 blue, then you go down to the next highest dice (as long as there are more) to determine winner. If one side can't match a red die with a blue die, they've been defeated. As such, because you roll red and blue simultaneously, both units can ptentially kill one another in the same test.

As for the factions, yeah, haha... i know t looks crazy, but in our play tests, all of the sets are currently on-par (aside from a couple which haven't been tested extensively). It's all a work in progeress, so those factions could still change (though we haven't had to change any of the sets uploaded here in the workshops yet)
Ric Mar 6, 2015 @ 4:41pm 
3. Having looked at most of the expansion factions, my friends and I formed an immediate impression that these other factions seem quite strong in comparison to the two base factions from the base-game. Are we just noobs who need to play more games before presuming this or are there plans in the future to consider balance-tweaks to various factions in the future? I want to emphasize that we like the game a lot, but our jaws did admittedly drop when we finished our game and then started looking through the other factions.

4. Line of sight and adjacent: Do they conflict with one another in terms of assist bonus? This is regarding a character in an enclosed dungeon environment.

Thanks for responding all of the community's questions. It's very appreciated.
Ric Mar 6, 2015 @ 4:40pm 
We had two players exchange back and forth 6 rounds in a row, and it actually sort of left a bit of frustration, due to the fact that nearly all the draws came from one person rolling a 6, thus negating whatever the person's counter-roll was. Again, is there any sort of unwritten rule that helps to get around 6-roll wars that could crop up? Or would you say we're just having insane luck.

2. On the Thralls of the Formless One's Demonic Obelisk unit, which has a very interesting unit sheet. It has 6 kicker defenses all across and can't even move. What puzzled was simply this: How can one deploy this unit without causing a paradox in the game? If you spawn it, and it can't move, then what's stopping a player from essentially bottle-necking their own base with 2 demonic obelisks? Is there another way to spawn the demonic alter? It's not a summon-based unit, so you definitely pull it out of reserves. What's the deal with it, exactly?
Ric Mar 6, 2015 @ 4:39pm 
1. One issue we noticed near the end of our game was a situation where we had characters with re-roll bonuses duking it out, which resulted in several rounds of draws due to people rolling 6s. Given that a six-sided die generates 6s pretty more commonly than we'd like to think, is there any sort of missing information pertaining to how 6s affect an assault outcome? I'll try to give an example:

Attacker's unit has: 2 / 2 (1 re-roll)
Defender's unit has 1/ 2 (2 re-roll)

Results were:
Attacker's unit rolled 4 + 1 / 3 + 6, and then re-rolled attack for 3. Final: 4 / 6
Defender's unit rolled 2 + 6 / 1 + 1, and then re-rolled defenses twice for 2 and 4 respectively. Final: 6 / 4
Ric Mar 6, 2015 @ 4:38pm 
(Blast Steam's 1000 character limit for comments. I'll split my posts)

Thanks for answering the questions. We just had a 3 player-game prior to reading your responses, and it was great fun. We actually did the basic rules of map-generation and found it to be a bit-lopsided, but your clarification on map-generation for multiplayer will definitely make the next multiplayer games more balanced in terms of map-shape. Also, thank you for clarifying kickers--we actually pieced it together and it matched your explanation completely.

I have 3 more things to ask about:
dutchmogul  [author] Mar 6, 2015 @ 1:23pm 
Abslutely! You're right on the money. We haven't released the official multiplayer rules quite yet, but that's exactly how we play. Each force brings its own ten tiles to the mix. Also, when building a board that way, start with one tile in the middle and expand out however you like as you place them. When it comes time to place base tiles, you should be at least 5 tiles away from an enemy base tile and at least four away from an ally. And yes, absolutely, your teammates' units will count as allies, so you can hop them and get all kinds of crazy power synnergies (we're always finding new ones). Team multiplayer matches tend to be the most interesting way to play, aside from campaigns (which we're in the final stretch of play testing right now).

Thanks for the questions, and feel free to ask anytime. Happy to hear you're enjoying the game!
dutchmogul  [author] Mar 6, 2015 @ 1:23pm 
Hey, Ric.

Yeah, kickers can be tricky to grasp at first. Basically, in your example, you would roll 3 red OFF dice, 3 blue DEF dice, and the (5) is an extra, automatic 5 result that goes to your DEF. Sometimes we mark kickers by putting another die down with the dice it applies to(usually white to differentiate it). Just keep in mind that it can't be re-rolled.
Ric Mar 6, 2015 @ 11:40am 
Love the game concept. I have 2 questions:

1. I'm puzzled about the 'kicker' rule. So if the melee stats are 3 / 3 (5), how's it played? I understand that this unit would roll 3 red dice and 3 blue dice, but where does the kicker come in, exactly? Is 1 blue die rolled beforehand to determine whether the kicker applies? And if it applies, what does this mean exactly? I just need a bit more clarification on kickers, since the .pdf rules only briefly touch on this aspect of the game. Forgive me if I totally missed something.

2. The game is designed for 2 players, but it's said that there can be more. Is it safe to say that everything just expands accordingly? 30 ground tiles for 3 players, 40 for 4, etc. Is the game able to be broken up into teams (2v2 4 players, 3v3 6 players, etc.)? If so, would that allow players teamed up to be able to hop over each other or assist one another in combat? I'd love to know, since that would make for some pretty dynamic matches.

Thanks in advance~
dutchmogul  [author] Mar 1, 2015 @ 6:09pm 
Hey, TomaHawke, glad to hear you like it! Lot's more sets on the way (pretty much always working on new ones). Free builds are a lot of fun. You can do a straight point-based build, which can get pretty crazy, but is still awesome. We've recently come up with a more balanced/structured way to go with custom builds, which is set a point limit and a model requirement. For example, total of (up to) 125 points and you have to have 11 models (and a base tile). That makes it so it's harder to come up with builds where you can get two or three models together with synnergies that end up owning every match.
ZweiHawke Mar 1, 2015 @ 4:23pm 
This game is indescribably fun! I've gotten lots of people to actually play, and it's been so amazing each time! I'm even working on a custom team, so yes. Amazing Job.
dutchmogul  [author] Feb 20, 2015 @ 8:24am 
Hey, thanks! There are currently 18 factions, though there are a ton of older sets that have yet to be updated to the newest version of the rules, and a bunch more on the way. You can see all the current sets here: http://www.thingiverse.com/dutchmogul/collections/pocket-tactics-factions/page:1
BOLDSTAR Feb 20, 2015 @ 2:53am 
You've done well Gul!! keep it goin! i have a question, how many sets in real life?
dutchmogul  [author] Feb 5, 2015 @ 4:59pm 
1. The line extends from any single facing of the Sniper's tile.

2. The line just needs to be drawn straight through the hexes to the tile, the models just have to be in the tiles.

3. Neither friends nor enemies block line of sight (it's assumed that a given tile could represent a very large expanse of terrain). The thing that does block the straight line is missing tiles. You have to be able to count the line through terrain tiles.

4. Has to be a straight line, and if you would hit a wall in a tunnel tile (Complex, Dungeon, or Cave) the shot is blocked. Essentially, the only tunnel tiles you can shoot through are the 2-way versions (provided they're aligned in the right way).

5. Bases can't be targetted as they count as "Base Tiles," not "Units." The verbage on the Sniper's power refers to using it on an enemy unit.
dutchmogul  [author] Feb 5, 2015 @ 4:59pm 
You're very welcome! Ah, very good questions. The "straight line" rule can be a tricky one. This all applies to other units with line-based ranged attacks (such as the Company Heavy from the Privateers set). So here goes...
Zonkai Feb 5, 2015 @ 4:36pm 
Thanks for the quick reply, and for uploading the game in the first place. It's a neat, lil' strategy fix. If I actually had a 3D printer, I'd definitely run a set. :pandastunned:

I did come up with a few more questions regarding line of sight for extended ranged attacks (specifically, the sniper).

1. Does the sniper's line of sight originate from the center of his hex, or any point on it?

2. For the purposes of hitting a target or blocker, does the line need to come into contact with the figure itself, or are characters assumed to be taking up the entire hex?

3. Do friendly units block line of sight?

4. If attempting to fire through a dungeon tile, and I can draw a straight line through 2 sides of the hex that have hallways but are NOT parallel, can I make the shot?

5. Given line of sight, can a sniper's kill shot take out an enemy base?
dutchmogul  [author] Feb 5, 2015 @ 9:37am 
Yeah, the second way. Skill tests use the number of dice you have in the skill, so the Arcanist get's to roll two red dice and hope at least one of them is a 6. On that topic, one of the Dominion's best tactics is to roll two Arcanists adjacent to one another. That's four dice to get a 6 to cancel any attack against either of them (and possibly other allies, depending on how they're placed).
Zonkai Feb 5, 2015 @ 5:30am 
When performing a skill check (with the Arcanist for example) do I roll 1 die, or a number of die equal to the referenced stat (Arcane OFF [2] in the case of the arcanist)?
dutchmogul  [author] Feb 3, 2015 @ 11:30am 
Oh, haha, well alright. Yeah, that's not how a Pocket-Tactics game goes anyway, but I will look into it anyhow. Oh, and go right ahead and use whaterver models you want for whatever you're prototyping. Also, if you ever need pieces designed (especially low-complexity) feel free to hit me up.
ScreamInVain Feb 3, 2015 @ 10:41am 
Well once they are loaded, I don't lag at all. But loading them takes ages. I'll be honest, I'm using the tiles as a premise for a game I'm developing (hope you don't mind, nothing official, just kicking some ideas around) and having a lot of tiles on the board one at a time is fine, but setting them down, whether they are locked or not, saving, and then loading the game to play again later... it takes a really long time to load them in. It's not a problem considering I'm using about a bajillion times more than actually playing Pocket Tactics would use, but still :) may be something to look into.
dutchmogul  [author] Feb 3, 2015 @ 1:34am 
Hm... and it does this when you load in all the expansions? Have you tried locking the terrain tiles down once they're placed? Also, having semi-lock on might help that, from what I've seen. I'll play around with a mass load-in and see where mine slows down. We usually only have two sets in at a time (maybe a few more for multiplayer), Oh, and thank you, by the way!