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Define an overall objective for each side and then give specific parts of the overall to members of a team.
For example, take a C90 Corvette (The Inoc). It is imperial-owned and assigned to an arms custom patrol in a backwater system. It is headquarters for an imperial inspection unit operating in the system. The Imperials have to protect it while the Rebels have to destroy it. During a rendezvous with the returning commanding officer, the Rebels decide to launch a strike in attempt to destroy the Inoc (or at least kill its commander)
Imperial team overall victory: Repulse the attack on the Inoc.
Flight group Alpha (Player one): Intercept all torpedo-carrying craft (X-Wings, Y-Wings). Points awarded for killing Rebel strike craft. Begin with TIE/LN within 2 distance of the Inoc. One point for each kill.
Flight Group Beta (Player two): Escort shuttle Rindo to the Inoc. Use the rules for the senator shuttle to represent the lambda craft. The Shuttle begins at the board egde, moves adjacent to Inoc, and remains there for one turn. Flight group beta immediately looses if the Rindo is destroyed before docking, but looses afterward only if the Inoc was destroyed after the transit.
Rebel team overall victory: Destroy the Inoc.
Red Group: (Player three): One flight element of X-Wings. Your objective is to neutralize all escorting fighters. One point for each TIE killed.
Gold Group: (Player four) One flight element of Y-Wings. Your objective is to cripple the Inoc (Destroy several systems) and if possible, destroy the shuttle Rindo.
Basically, when you sit down to think of an operation your fighters are undertaking try to split the party into specific tasks of the overall objective, and assign a flight (4 craft under one player''s control) for that assignment of the mission. So something like inspect cargo during an attack, or attack a specific group of enemies, or a decreasing victory condition for each point of damage awarded to a target (forcing a player to try limiting as much damage to that target).
KarmikazeKidd said:
I agree with both of you on that one. I like the general concept, and think it could be a helpful part of the final equation. But I hated the kill point system when DCI instituted it for Star Wars Minis. It prevented people from stalling or turtling, true. But it also severely limited the number of viable squads, skewed tournament results (in my opinion) and made it more difficult to endear new players to the game. I was never the type to just hammer my opponent into oblivion (especially my friend's kid who is still learning and deciding how much he likes the game), whereas the next guy over would be more than happy to, putting him ahead of me in the standings. And I enjoyed building off-beat squads and winning with them due to tactics, though I would rarely stomp anyone with such an 'underpowered' squad. But in that format you can't really do that and win. But that's just my personal experience.
In a way, it'd be like tracking stats for pro athletes. The difference is that pro athletes all have different jobs on their teams and in this game everyone is pretty much doing the same thing.
Maybe you could come up with different roles for each of the three players that would involve different types of team construction. Of course there would be the striker whose job is to deal the most damage. There could be a defender as well that needs to protect a certain amount of objects in the play area. Then there could be the person who actually completes the objective. He could "land" one of his ships and spend a round getting into the ship they are trying to steal and then fly it out of the play area somehow.
You could track things like number of kills/damage, number of objects saved from destruction, and number of turns required to get in and fly away with the stolen ship.
It'll be easier to come up with more differentiated teams once the next wave comes out. It might be good if the imps have some sort of way to give out ion tokens because that would slow down an escape attempt.
ShadowJak said:
It'll be easier to come up with more differentiated teams once the next wave comes out. It might be good if the imps have some sort of way to give out ion tokens because that would slow down an escape attempt.
I'd have to assume the Firespray will have this, or at least hope at best.
"I am Captain Soontir Fel. I will teach you how to fly & how to survive. If you think you know better than me, all I can teach you is how to die."
CaptainRook said:
ShadowJak said:
It'll be easier to come up with more differentiated teams once the next wave comes out. It might be good if the imps have some sort of way to give out ion tokens because that would slow down an escape attempt.
I'd have to assume the Firespray will have this, or at least hope at best.
Looking more closely, the Firespray (Slave I) looks like it comes with a couple of Ion Tokens. Hopefully they are usable by the ship and not just the new mission that is being released with it.
ShadowJak said:
CaptainRook said:
ShadowJak said:
It'll be easier to come up with more differentiated teams once the next wave comes out. It might be good if the imps have some sort of way to give out ion tokens because that would slow down an escape attempt.
I'd have to assume the Firespray will have this, or at least hope at best.
Looking more closely, the Firespray (Slave I) looks like it comes with a couple of Ion Tokens. Hopefully they are usable by the ship and not just the new mission that is being released with it.
I'd say it's safe to assume, if you see Ion Tokens, that it is most definitely a compatible upgrade.
"I am Captain Soontir Fel. I will teach you how to fly & how to survive. If you think you know better than me, all I can teach you is how to die."
CaptainRook said:
ShadowJak said:
CaptainRook said:
ShadowJak said:
It'll be easier to come up with more differentiated teams once the next wave comes out. It might be good if the imps have some sort of way to give out ion tokens because that would slow down an escape attempt.
I'd have to assume the Firespray will have this, or at least hope at best.
Looking more closely, the Firespray (Slave I) looks like it comes with a couple of Ion Tokens. Hopefully they are usable by the ship and not just the new mission that is being released with it.
I'd say it's safe to assume, if you see Ion Tokens, that it is most definitely a compatible upgrade.
I never assume.
Although, I would bet money that it will have an attack that gives a token. The Falcon looks like it will also come with tokens so it looks like everyone is getting tazed this expansion.
I wouldn't be surprised if the Y-Wing becomes somewhat obsolete.
ShadowJak said:
I never assume.
Although, I would bet money that it will have an attack that gives a token. The Falcon looks like it will also come with tokens so it looks like everyone is getting tazed this expansion.
I wouldn't be surprised if the Y-Wing becomes somewhat obsolete.
I'll be honest, I'm not much of a fan of it as is. I'm not really critical of it, but it just doesn't benefit my style, and I never have trouble avoiding it. That being said, I've seen units in plenty of games that were obsolete from the shelf, and then later became valuable because of their usefulness against the newer units/tactics.
"I am Captain Soontir Fel. I will teach you how to fly & how to survive. If you think you know better than me, all I can teach you is how to die."
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