Subject:
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Re: BrikWars - Battle Road
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Newsgroups:
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lugnet.gaming.brikwars
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Date:
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Sat, 12 May 2007 01:30:02 GMT
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Viewed:
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11701 times
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In lugnet.gaming.brikwars, Mike Rayhawk wrote:
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In lugnet.gaming.brikwars, Elroy Davis wrote:
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This was our first attempt at using the 2005 squad rules, and was our first
game that was based on an actual event.
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Now hold on! The Treaty of Versailles wasnt a real event?
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Oops. Id forgotten about that one.
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How did the squad rules work out for you guys? I notice you used the word
attempt.
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I thought they worked really well. I was actually hoping for some
squad-on-squad combat, but it didnt work out that way. Id also love to play a
larger scale game using squads at some point. Something where a few hundred
minifigs line up on one side of a room, and a few hundred more line up on the
other side. Of course, that may just be because I like seeing large ranks of
minifigs formed up in anticipation of crushing their enemies.
I think the biggest thing that we noticed is that squads are a great way to move
a large number of figs at one time. Combat really wasnt that different, as
each Trooper still got a die roll.
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The moral rules seemed to work well.
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Theyre nice, although I wonder how you could scale them for larger squads.
It doesnt make as much sense to force a check when a squad of 20 guys loses
three.
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It might make more sense to force a check when a percentage of the squad is lost
instead of a fixed number. My memory is slipping, but I think for the
Colonials, since they didnt form squads, we forced a moral roll on troops that
were near troops that had been hit, and we had them roll as if they had lost 5
of their 6 men. This seemed to work pretty well too, as it did a good job
simulating citizen soldiers going up against the British war machine. The moral
recovery rules also worked well, as the Colonial leader was able to rally most
of his men.
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Id almost want to see something where you toss a big handful of dice, one
for each guy in the squad, and let them rout individually and abandon the
squad. The number to beat would be however many units had been involuntarily
de-squadded on the previous round - whether from routing, getting knocked off
the squad plate somehow, or the old-fashioned method of getting killed. That
way you could get nice cascade effects of routs that accelerate or decelerate
over a series of turns. Rallying difficulty would be handled by forcing any
unit attempting to join to make a morale check as well.
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I think for the first couple of turns we may have rolled a die for each member
of the squad and then used the average or something, but ultimately we settled
on using one die roll per squad.
-Elroy
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Message is in Reply To:
| | Re: BrikWars - Battle Road
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| (...) Now hold on! The Treaty of Versailles wasn't a real event? How did the squad rules work out for you guys? I notice you used the word "attempt." (...) They're nice, although I wonder how you could scale them for larger squads. It doesn't make (...) (18 years ago, 11-May-07, to lugnet.gaming.brikwars, FTX)
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