An alternate idea on this topic: Give each LDR3 unit two cards, LDR2 three
cards, LDR1 four cards. Add two
"Turn end/reshuffle" cards.
optional: add a joker or two--allows you to issue a limited order to one
of the other side's units. optional: the command unit has one normal card
(applies only to itself) and the rest are face cards (apply to any unit)
Assuming you have three line squads plus a command squad for 12 cards per
side, plus two turn-end cards and no jokers--total 26 cards--(and
assuming
I've calculated it right), you'll probably go through 6-7 cards per
turn; you have less than 20% chance of going through more than half the deck.
Each card gives its squad one StarGrunt ACTION -- not activation.
Comment?
G'day,
Be worth giving a go at least, just a couple of thoughts.
> Each card gives its squad one StarGrunt ACTION -- not activation.
How do you deal with close assault?
I take it transfer of actions is no longer going to be a feature?
Also you wouldn't need the restriction can't fire twice in an activation,
without obviously risking game balance a priori which I think would be good.
Cheers
> > Each card gives its squad one StarGrunt ACTION -- not activation.
Beth said:
> How do you deal with close assault?
If you can get there, you can close assault. You don't have to spend more than
one action to do it. Or were you thinking of combined assaults? Off the top of
my head, I'd say you could "activate" a unit and hold it for later assault,
analogous to putting it into overwatch mode. If the turn ends without your
second unit activating, you can decide whether to carry through your assault
or wave off. I don't know whether I'd let you carry a "wait to assault" past a
turn
end--probably not. I probably would let you care an overwatch past
the turn end.
G'day,
> If you can get there, you can close assault. You don't have to spend
No I meant close assault, as that requires an entire activation (2 actions) in
current SG.
> analogous to putting it into overwatch mode....
I was going to ask how many of the most frequent houserules were going to get
brought in too, so overwatch for one then;)
Cheers
> > If you can get there, you can close assault. You don't have to
Beth said:
> No I meant close assault, as that requires an entire activation (2
It's not obvious to me why close assault in particular would demand two
actions.
Beth continued:
> I was going to ask how many of the most frequent houserules were
I think OW is pretty much a necessity. For another, I'll want something to
provide incentive for the leader to lead, instead of hiding in a corner.
Perhaps it takes two face cards to "activate any squad" if you're farther from
the enemy board edge than the squad is; only takes one if the leader is
closer. Or maybe there's a better solution. Anything else?
> It's not obvious to me why close assault in particular would demand
Replying to myself: it's obvious why if you're doing two actions per
activation--because if you don't, you get a squad firing a point blank
range, then immediately going for melee; or you get a squad which moves in,
gets suppressed, but shrugs off the suppression and continues the assault. I
don't think it's needful if you get one action and you're not sure if you're
going to get another one.
G'day,
> For another, I'll want something to provide incentive for the leader
I can appreciate why you want the leader not hiding in a corner, but I don't
think a rule worded in that way would work as you'd have people
arguing over 1/2cm etc... believe me I've seen it in Empire and DBM
games.... "you went across my front"... "No I didn't! I withdrew a 1/4
inch!".... In that particular case it was my father-in-law and his main
gaming partner of the time... I felt a sudden desire to be somewhere else and
fast.
> Anything else?
Nothing leaps to mind but that's probably because I still don't have a good
sense of where this is at yet, could you possibly draw it together and repost
so I can see it all in one spot please?
Thanks