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Post by easye on Feb 10, 2016 23:55:01 GMT
Hey gang,
I was thinking about Leadership Tokens the other day. I just can't shake the feeling they are being under utilized in AQMF. Since the forward progress of the game is in our hands now, how would you expand the use of Leadership Tokens?
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Post by mikedski on Feb 11, 2016 0:27:03 GMT
US Army
Delegation of authority - subordinate HQ units can be assigned orders tokens prior to the game to use per rules. This represents prior planning and junior leadership. If the Hq unit is destroyed the tokens are lost.
Small unit leadership: for every two HQ units (not counting field commander) then receive additional order token. More HQ units represents better initiative and junior leadership.
Concentrate fire: An order token will allow up to three units to fire on a single target as a combined volley. More than one arty unit can combine barrage strength to improve template diameter and power.
To the sound of the guns: An order token will allow a reinforcement unit to improve its die roll to the next level - 1- 5 die roll ( no show) now is 6 - 8 (move no shoot), 6-8 die roll is now 9 - 10 (move and fire)
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Post by mikedski on Feb 11, 2016 0:34:31 GMT
Martian:
Kill, Kill, Kill!! - A controller machine can move its drones a double move to launch an assault even is it takes them out of controller range during the move. However after the assault they will not be able to move again if the controller is out of range at beginning of second move.
Pod Unite! - Three machines can combine heat ray fire to concentrate on one target. For each heat ray that hits the target add the power rating for a total. For example - three heavy heat rays hit a target - +12 power bonus.
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Post by Chronos on Feb 11, 2016 2:43:25 GMT
was there something ,somewhere that said if a Slaver was destroyed then any Assault pod could spend a command point or points to gain control of the drones?
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Post by Burt on Feb 11, 2016 4:15:26 GMT
In the large game I ran, each player had their field command stand (or tank) and a corresponding number of order tokens that they could utilize. In addition, one player also served as an overall commander for the entire side, with an additional set of order tokens that could be distributed to any player on the same side. It proved to be an interesting addition!
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Post by madmorgan on Feb 11, 2016 12:41:20 GMT
Man, the order token changes from mike & burt make alot of sense. There was a scenario presented Chronos were the Scout were directing drones like targeting - couldn't fire if controlling drone. Not sure about the 'assault tripod' takeover thing at all. I like the idea of subordinate commands having a little more to do in the battle, especially since I usually list said commands in any OOB I do, even though their basically there to 'take over' if the FC is killed. I prefer the (simple) Delegation of Authority for the humans and Kill!Kill!Kill! for the Martians - the other things are interesting, but I dislike a more concentrated fire (+12!) approach and the others are a bit harder to impliment, though I like the thought of an order token effecting the arrival of reinforcements somewhat. Burts division of tokens is also preferred for a multi-player game as it gives all parties a chance to experience the command-control aspect built into the advanced rules. With folks running 12,000 point games, this would be a necessity! In any case, more thought on the matter for my part - at present I go with the above mentioned two choices out of all.
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Post by easye on Feb 11, 2016 16:15:42 GMT
I don't have my AQMF rulebook handy, but the Robotech RPG Tatics game allowed you to use Order Tokens to try and steal/counter-steal initiative. Does AQMF have this?
If not, I think we should add it.
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Post by madmorgan on Feb 11, 2016 17:18:55 GMT
Gads order token wars. Not sure if we should include that, whats the community say??
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Post by Burt on Feb 11, 2016 18:18:44 GMT
Initiative is already subject to the number of human command losses and tripod kills in addition to the die roll. I'm hesitant to alter it further.
It might be interesting, however, to let order tokens offer a "quick return fire" option to the "B" player. For example, the defensive commander (whoever lost initiative) could issue fire orders during the offensive player's combat phase. If so ordered, player sequence would look like this:
Player A 1st Move Player A Attack Player B Attack with orders Player A 2nd Move Player B 1st Move Player B Attack with remaining units Player B 2nd Move
Any unit that is ordered to engage in a quick return fire, then, can NOT fire during it's "normal" fire phase as it is reloading, etc.
I haven't tried this, just thinking about it now....
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Post by madmorgan on Feb 11, 2016 22:31:05 GMT
Interesting. Let us know what you finalize with that idea.
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Post by easye on Feb 12, 2016 14:22:31 GMT
Initiative is already subject to the number of human command losses and tripod kills in addition to the die roll. I'm hesitant to alter it further. It might be interesting, however, to let order tokens offer a "quick return fire" option to the "B" player. For example, the defensive commander (whoever lost initiative) could issue fire orders during the offensive player's combat phase. If so ordered, player sequence would look like this: Player A 1st Move Player A Attack Player B Attack with orders Player A 2nd Move Player B 1st Move Player B Attack with remaining units Player B 2nd Move Any unit that is ordered to engage in a quick return fire, then, can NOT fire during it's "normal" fire phase as it is reloading, etc. I haven't tried this, just thinking about it now.... If we switch the game to alternate impulse activations no "return Fire" mechanic is needed. However, if we don't some sort of reaction fire would help break up the turn sequence.
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Post by madmorgan on Feb 12, 2016 16:04:46 GMT
Yes, in some ways I really prefer the alternative impulse activations the best, it seems to feel right. My only question is how you handle LIC/Thunderchild style craft? I'd need to work up the Ship and the Aircraft systems for this alternative activation system as do you allow the whole unit (ei a Ship!) to fire or only the variuos batteries?? I'd think the ship and aircraft would move/fire/move as a unit, whatever that entails for the size of the unit.
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Post by easye on Feb 15, 2016 2:17:54 GMT
I was reading Ospreys Dux Bellorum and that game is Leadership token heavy. If we continue using I-Go-U-Go then leadership tokens for reactive movement would also be interesting, not just shooting. They use that in Dux Bellorum.
They also use it to increase H2H hitting power or to resist damage. Those do not seem to apply well to AQMF.
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Post by madmorgan on Feb 15, 2016 11:19:09 GMT
Yes, Command Decision rulebooks also depend on command counters as does GWs Epic games. It makes sense in the context of the game system and in some ways creates a nice 'fog of war' approach. Even the newer Bolt Action kinda uses it, you just pull the thing from the bag instead of preselecting it. Helps sell expensive dice and bags I guess. Anyway, a little concerned we're getting buried in counters on our tables - blips, damage, orders, (smoke), (illumination), (morale status), etc. Note I put my additions in the () - I have some 'FATE' game dice that are six-sided +1/0/-1 faced I put next to units with different morale status to remind folks that a 3 element squad reduced to 2 elements has a -1 Morale. And as the Morale Roll has major effect on wheather a unit stays in battle (resist damage) for a future assault (H2H), I think thats also worked into AQMF without further rule needs. I'm still thinking on the the reactive movement idea.
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Post by mikedski on Feb 15, 2016 12:05:11 GMT
I don't have my AQMF rulebook handy, but the Robotech RPG Tatics game allowed you to use Order Tokens to try and steal/counter-steal initiative. Does AQMF have this? If not, I think we should add it. The BEF special rules allow using tokens to buff the initiative die roll.
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