Ordoalea Publishing 🇭🇷

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203 Following
1,008 Posts

I'm Filip, a Croatian Zagorec pretending to be a games publishing company!

Active hashtags to check out:
#DOMAIINS
#BandOfCaps

ItchIOhttps://ordoalea-publishing.itch.io
Email[email protected]
PronounsOn/Njegve (He/Him)
Oh and that nifty: Remember what happened 10 years ago popped me a good image!
Yes I've talked about Band of Caps a bit, but haven't gone into full details. I intend to write your ears off with this.
Boosted it and reminder that there's 5 days left on this!

Hey #ttrpg people! I have new stuff done!

What do you wana hear about first?!

DOMAIINS Rules Beta
46.7%
White City|Noise worldbuilding
46.7%
Band Of Caps wargame redesign
6.7%
Poll ended at .

I am a professional content and social media marketer and I genuinely do not know how to publish games anymore. Everything I learned about how to develop, promote, and publish games went out the window in the pandemic, and now we have this fragmented community hellscape where you can yell into the void forever and not reach the people who WANT to buy your games.

And it's not just me.

This is nearly all of us, the indies. And it's going to mean many fewer "professionally published" games.

Looking how I have 14 troopers left. I can easily upgrade other specialists or even give my whole troop a bit of an oomph by upgrading the Orders on my Leader. I will do neither and instead will go with stronger Troops.

The remaining 14 Troopers can be used as is. Making my Band a size of 18, but I want a more compact elite force.

So I'm taking Shiavoni as a troop choice. The thing is Two Schiavoni cost 3 Troopers. I have 14 left. So I will pick 6 and deduct 9 from the total.

I note down that I have 5+6 Troops. The +6 denotes I have Troops that I CAN NOT deduct for the sake of upgrading my Band.

As I'm okay with the force composition (L1, S1, S2, S3, T5+6) I will finalise the Band equipment.

Finally I get 10 Logistic points, and I have to pick what Arms which unit has.

All units have a SIDEARM by default. Specialists if they have upgrades cannot take basic arms. So only the Leader and Troopers need to have their gear picked.

I will be organising them in two 6 units groups.

Group 1 will be the Leader and 5 norma Troopers, the other are the 6 Schiavoni.

For Group 1 I decided Rifles, while Group 2 has Machineguns.

This means that Group 1 has longer range but slower rate of fire, and Group 2 has a bigger volume of fire and lower range. Which is ideal as Group 2 is a bit more resilient and therefore better for assaults.

Now with the last writeup about #BandOfCaps redesign in mind. Let me talk about Band composition!

I will be going with Gałeti forces first as they are the "easiest" to explain.

So we're starting with L1, S1, S2, S3, and T20 (I will be using this notation for easier deduction of troopers).

I won't be going into unit stats here only the process of how the Band creation goes.

Let's start with the Leader. All leaders automatically start with 2 ORDERS. I won't be adding anything to the leader but keep it as is for the sake of simplicity. Orders are picked before battle so we're fine now.

Next are the Specialists. I have 3 of them. As my Lore based, and classical narrative of Band of Caps, enemies are the Osovik... I will be taking precaution against them.

So Specialist 1 is upgraded to a light machine gun, removing one Trooper (T19) for that. This provides me with some more punch.

Specialist 2 is upgraded with a flamethrower which will allow me to get rid of Dead Men from the Osovik. This again removes one Trooper (T18) and gives me more punch.

Both the light machine gun and the flamethrower require Logistics to be used, but that's unimportant now.

Specialist 3 will be upgraded into a Gałeti Warmage. This initial upgrade costs me 3 Troopers (T15), but that's just the basic magic. I want to give the Warmage a bit more punch so I pick Detonation as an additional spell, and deduct one more Trooper (T14).

This not only helps me do stuff easier in the future, but also enables you the option to actually field a rifle platoon of 24 infantry soldiers in Company of Caps, the idea I had for an expansion to the game which would bring in heavy machinery and actually bigger battles!

Let me do a little #BandOfCaps writeup here as I'm UTTERLY stoked with how it ended up being! I'm happy with the game's redesign on how the Band is formed and how I've removed "point counting" from the initial stages of the game. Making it easier to pick up and prep.

Initially the idea was that every band would be a balanced force of 150 points worth of infantry and maybe light combat machinery (primary in the form of heavy machine-gun nests, scout bikes, scout bikes with a side car, anti-tank rifles, etc.)

My math was done around trying to place about 10 to 15 soldiers on the field with that in mind. All depending on the complexity of the whole force that is.

BUT! The whole thing was complicated AF! You calculated base cost for the Leader, Specialists, then Troopers... It was a common wargame thing.

And my brother asked me: Okay so everything's in multiples of 5 right? Your base leader is 20, base specialists are 10, and troopers are 5, why not just say: Hey here's 1×Leader, 3×Specialists, and 20×Troopers. That's 150 points.

And I was... What if we start that way and deduct Troopers as a cost?

So yeah. You start off with what he said above and all additional options are rebalanced to work on the fact that they are on a base of 5.

Wana equip a light machinegun to your specialist? Deduct one Trooper!

Upgrade one specialist to a mage? Deduct 3 troopers.

Basically it's just like that now.

And yeah forced from Twitter to X now.

Force logout, and had to reaccept cookies which are worse.

So I locked my twitter account. I will most likely keep it locked until DOMAIINS is out and then ONLY keep a product page on X for sake of marketing.