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Post by hardlec on Feb 3, 2019 19:57:38 GMT
Yesterday I tested a concept for Command, control and communication.
I printed 20 "business cards" with various results
Terror - unit destroyed - 1 Retreat- unit falls back to an HQ -7 Pinned- unit may not advance -4 No Effect- 7 Hero-unit may rally others -1
One game is not a big test, but it was moderately successful.
There was no easy way to differentiate between units with different morale
I need to figure out how to "un-pin" units I need a series of markers to indicate C3 results
I ended up using colored tokens for pinned and retreating units.
It is imperative to have designated command units.
I am considering making 5 retreat cards, 5 no effect cards and having 8 pinned cards. Pinned-1 4, Pinned-2 2 and pinned-3 2. Pinned for a fixed number of turns. An easy fix.
There are several ways to do different levels of C3. One is to print different results on the cards, three results per card with different results for High, Regular and Low C3.
What mix of cards would be appropriate for various levels of C3? I have various ideas, but right now I'm caught up in the area where I am hesitant to change things for change sake.
If players wish, I will add my DOX files for printing cards.
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Post by scottwashburn on Feb 4, 2019 0:32:53 GMT
Under what circumstances are the cards drawn and played?
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Post by hardlec on Feb 19, 2019 19:25:05 GMT
I'm sorry Scott, I thought I replied a week ago. Please see the next report.
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Post by hardlec on Feb 19, 2019 19:33:40 GMT
I had a chance to play with my C3 cards again.
How it worked:
Whenever a human unit takes a hit (i.e. an element is removed) The owner draws a card. The results are applied. If the C3 circumstances are favorable to the prey creatures, two cards are drawn, the prey decides which one. If the humans have unfavorable circumstances, the Martian picks.
"Pinned" cards are altered. There is a Pin-1, Pin-2 and pinned-3. A unit is pinned for a specific number of turns. A pinned unit may fire at the closest enemy. An order can be used to remove a pin.
So far, so good.
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Post by madmorgan on Feb 21, 2019 14:45:04 GMT
I need to think on this one hardlec. One initial problem I see is a new component needed for the basic game. I suppose as another optional rule (players make up their own cards), it would be an alternative to the current morale rules.
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Post by hardlec on Feb 21, 2019 18:32:37 GMT
The current morale rules are clunky and very one-sided. The advantage to the cards is they are fast. They are still one-sided in that Martians do not check C3, but the original rules had the prey creatures scurrying away after one hit.
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Post by madmorgan on Feb 21, 2019 22:10:53 GMT
I know - that's why I invented the % BP. But, you're right, with a new publisher on the horizon, it would be good to work out something better for the Morale rules. Let's keep trucking on this. With you're permission, I'll add this to the Living Rules.
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Post by boxholder on Feb 22, 2019 13:12:07 GMT
If there is movement toward delaying the introduction of the various combat units, it might be a good time to look at this idea.
In the initial stages, the prey creatures did flee after minor losses. As the story unfolded in following books, they began to display more staying power. This was noted and remarked upon by the Martians. So for battles set in the early stages, the standard AQMF rules are used-Flee!. Battles set later (when is a TBD) could have the Pin-1, Pin-2, Pin-3, etc added to the deck.
Question: IF pinned, can the unit still fire?
Question: Because AQMF scenarios seem to last only a few turns, is Pin-2 or Pin-3 too big a penalty?
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Post by hardlec on Feb 24, 2019 20:19:37 GMT
A pinned unit may fire.
It would be easy to say that in the early stages of the war, a pin-2 or pin-3 is elimination instead. Mid-stages might say a pin-3 is elimination instead.
A pin-3 is severe, yes. But it is a lot better than an "eliminated" result and the unit doesn't count toward break point.
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Post by boxholder on Feb 26, 2019 19:24:00 GMT
I had my mind kind of warped on the Pin stuff.
It would seem that the longer Pin -3 result should be for the inexperienced troops. As they become seasoned troops, the Pin-2 and Pin-1 should be added. And perhaps the Pin-3 should be withdrawn from the deck as the shorter ones are added.
FWIW
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Post by scottwashburn on Feb 26, 2019 20:37:07 GMT
Except history has shown that there are times when inexperienced troops are actually less likely to be pinned than veterans because they are too green to know that they should hit the dirt
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Post by madmorgan on Feb 27, 2019 10:43:19 GMT
I agree scott. New VC sappers were in a way much more dangerous as they tended to take more unreasonable chances - and it only takes one in an ammo bunker to ruin your day.
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Post by David N.Tanner 07011959 on Feb 27, 2019 13:16:26 GMT
I agree scott. New VC sappers were in a way much more dangerous as they tended to take more unreasonable chances - and it only takes one in an ammo bunker to ruin your day. That sounds uncomfortably like personal experience.
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Post by scottwashburn on Feb 27, 2019 13:30:32 GMT
I hadn't thought about the VC. I recall statements by men in the 101st Airborne saying that they did things and took risks on D-Day that they never would have later in the war. And the Iron Brigade's first action at Brawner's Farm where they were too green to realize they'd been outmaneuvered and beaten before the first shot was fired--so they stood their ground and shot the hell out of Jackson's troops when veterans would have retreated.
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Post by boxholder on Feb 27, 2019 18:48:38 GMT
Truly, the human factor is the least predictable in highly stressful situations. Training can help, but that only goes so far.
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