Jeff White
United States Kyle Texas
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Been playing this a bit lately. Our latest play, this past Friday, saw a pretty drawn out game with not a whole lot of damage. In the past players were quick to loot their own armouries and all of this looting drew out the missile launchers and such. We'll this time folks were more defensive and didn't want to easily give up those 4 points of a looted armoury. The result was not as much firepower on the table.
The next time we play, I'm going to make a few changes to pick up the speed and hopefully prevent potential 'slow' or 'soft' games from coming up. I'm going to try the following:
* Instead of four random blockers to start the game, players can choose any four but no two of the same type. Theme-wise, this is the more aggro members of the block getting jazzed up for battle. The instigators if you will. Random block citizens will show up later throughout the game to defend the block these first four rowdies started.
* Players can choose the armoury or hardware items assigned to these first four blocks. Restrictions being 1) no duplicates and 2) only one heavy weapon (gotta leave some incentive to loot those armouries).
* In the four player game remove 14 cards instead of 6. This'll move the game down from 12 turns each to 10. However, with a little more control in the earlier turns the game likely won't need to go as long. (I'm open to removing even more cards and bringing this down to maybe 8 turns.)
* Instead of 2d6 command points, we're using 6 + d6 command points. This helps each player move a bit more.
Anyone have any thoughts on these changes?
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Lars Wagner Hansen
Denmark Sorø
Any time, any place!
Fingers off, that's my car!
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Sounds like an OK deal.
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Steve
United Kingdom Milford Haven Pembrokeshire
Rai # 5 by Valiant Comics
Jim Shooter is a comics legend!
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I have yet to play this, but quickly skimming the rules I thought that d6+6 would be better than 2d6. Good call.
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