Properties that would make great war games

What properties do you think could be turned into fantastic war-games? Be they vidya, books, TV shows, or any other medium you can think of, what are the great potential war-games out there?

I put my vote in for the Earth Defense Force series as a large scale battle game, possibly similar to Epic. I think there are a lot of neat mechanics you could have there:
>Ravagers are like the Tyranids; swarms of weak crappy guys supported by big monsters
>EDF are small, but elite
>Ravagers have a large unit variety
>EDF have low unit variety, but can equip their soldiers with a greater range of weapons
>Terrain destruction would play a major part. Need to get to an enemy unit on the other side of a building? Bring down the building.
>Scenarios for fighting in the city, countryside, beach fronts, giant bug hives and more.
>Epic battles between Erginus and Walking Fortress Balams
>Could play around with how weapons work. Missiles could be guaranteed damage that always hits, but takes one or more turns until it takes effect, representing the missile closing in on the enemy
>Wide range of varied models, especially on the Ravager side

What about you Veeky Forums? What would you want to see turned into a war-game?

I want to see what they do with the Immigrant fleet. Those giant amphibians should be harder than the usual enemies we encounter

I would play the shit out of an EDF tabletop wargame.

I would be that guy singing the song while waiting for my opponent to take their turn.

I have to say, the Colonists kinda freak me out with how tactical they are while also being huge. Makes me wonder if they are the true Ravagers, since we haven't seen them yet.

>To save our Mother Earth from any alien attack

>From vicious giant insects who have once again come back

Transformers. Objectives centered, squad based wargame.

Warcraft

...

>We'll unleash all our forces, we won't cut them any slack!

A game that is fun to win AND fun to lose. 40k used to have this back when it had tone: it was all about slavering hordes and heroic sacrifice. When your chapter master 1v1'd endless swarms of gaunts and died turn 3 so you could hold the line it felt like a victory for both sides.

Alternatively, having good rules for NPC behavior so that people can play "against the book" scenarios.

Starship troopers. Especially the new Invasion/Traitor of Mars take on it. We KNOW it'd make good game since there was one already too, and my all means it was a fantastic ruleset held down by so-so minis.

>"Be they vidya, books, TV shows, etc"
>Some sperg tries to chastise me for replying within the parameters set by the op

Nibbo please.

Mass Effect would make for a good small scale skirmish game.

Krull.

>The EDF deploys!

Whoever wrote that song deserves a raise.

Any iconic missions you would love to recreate in the Earth Defense Force war-game? i know I'd adore doing my own version of Crimson. Small group of EDF soldiers holding out against three massive waves of red ants.

Pretty sure there was a Starship Troopers wargame. It had the Mobile Infantry, Bugs, and Skinnies as factions.

Command and Conquer. would be fun.

Alternatively, I'd want a Dynasty Warriors tabletop wargame. Crazy souped up heroes and huge blocks of standard infantry.

>Dynasty Warriors tabletop wargame
How long until someone tries running an all mook army and finds out it is super effective somehow?

Splatoon.

He's right, though. It's a franchise with several visually distinct factions and a wealth of lore behind it, that started out as a RTS. I would give it a shot, as long as it was well designed, the minis didnt suck, and it didnt rely on named characters in every force (a problem that new star wars wargame has).

It wouldnt take too much imagination, in the right hands.

-Orcs, focused on berserking shock troops with elemental magic support (goblin war machines?)

-Forsaken, focused on weak infantry with plague artillery, debuffs, and underhanded shit.

-Wildhammer focused dwarves on gryphons, some catapults.

-Blood elves field mostly arcane constructs due to low population, few elf models are arcane powerhouses that also sap enemy magic.

-Humans have a ton of paladins and priests, buffing up soft hitting, hard armoured infantry to usefulness.

-Kirin Tor love magic, but also have a huge range of weird artifacts with odd, specific abilities

-Fel Orcs have super powerful abilities with a dear cost in both enemy or allied casualties.

-Twilights hammer uses rituals based on positioning units, casualties, or spells to summon old god beasties

-Druidic factions have a variety of specialist units of different animal forms, and powerhouse leaders that can shapeshift between multiple forms.

-Scourge is necromancy, pretty straightforward. Could spice up with death knight, san'layn, etc.

It's possible, essentially.

That would be a challenge. How would you best represent ink covering an area?

Malifaux styled token drops per model that's triggered by actions. Tokens wouldn't stack if too close and you can remove enemy tokens if you wish.

GTA: SA. The gang warfare bit.

Necromunda but not in the future.

The Expanse.

Because I want to have an army of Martian Marines dropkick some OPA ass on Ganymede.

>A game that is fun to win AND fun to lose.

So much of this.
IMHO, it's mostly a function of variety, emotional involvement and high stakes.
When the game is just a generic equal-points-cost field battle no.15 that you'll just do again next week, it gets stale.

>40k used to have this back when it had tone: it was all about slavering hordes and heroic sacrifice. When your chapter master 1v1'd endless swarms of gaunts and died turn 3 so you could hold the line it felt like a victory for both sides.

I know that feel.
I try to implement a kind of bonus to the outnumbered side by giving it a multiplier of Victory Points / Prestige / Experience / Whatever according to the ratio they're outnumbered by.
So, a unit outnumbered (or overpowered if playing with points cost) by 3 to 1 will get 3 times the amount of 'kill points' it actually 'kills'.

What makes a game fun to lose? Is it purely an immersion/roleplaying thing, or are there mechanics that help losing players keep options?

Suikoden would be good for like 3 different levels of play, honestly.

It's mostly a hero kind of a deal: a (seemingly weaker) body of troops (up to & including a one man army above) winning over the (seemingly superior) body of troops even when slaughtered to the last.
For a good example see Alamo.

What's important here is the Victory Condition(s).
Usually, most wargames are 'put two armies on the table and bash them 'till one side's dead' kind of a deal.
And since the only way to Win here is to slaughter all the enemies - which is the standard objective Win condition - there's no way for a weaker side to Win.

So the challenge is to create a scenario where you're weaker (and will, thus, probably lose) but also have a high value Objective that make the whole 'sacrifice' worth it.

I just want Total War: 40K, although at least with the new one coming out and one on the horizon maybe one day they'll get ballsy enough to do it

I've been wanting that for years dude

There's this fantasy game Creative Assembly is making right now as part of their Total War series that would probably make a decent tabletop. The sequel comes out in a week, i'm surprised they haven't done a board game or something as synergy. It's called battle axe or something

>tfw noone remembers WHFB anymore.
>tfw Age of Shitmar still alive.

Why is life such a bitch?

fire emblem
>classes and buffs based on which game they're from
>more universal weapon choices
might be cool.

Really wouldn't work.

40k is not a game about flanking.

>40k is not a game about flanking.

Someone who never played 40k in his life detected.

>unironically shilling Total Wank: Shithammer
>in a 'losing is fun' thread

Why bother when we have superior option available?