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Hold the Line» Forums » Variants

Subject: Event Cards? rss

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Jeff White
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Kyle
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I prefer Hold the Line over the C&C games, but I do wish HtL made use of some event or 'tactic' cards. So, I've been toying with the idea of making a few cards that would be similar to what is in C&C Napoleonic or Battle Cry. Obviously, not the 'left/center/right' cards, but things like 'sniper', 'bayonet charge', 'fire and hold' etc.

Looking around it seems a good way to handle it would be that each card would require two or three APs to activate. That is, each turn a player can spend one AP to get a card. When the second or third AP is spent (2-3 turns) then a card is drawn that can be used.

Thoughts on this idea? Anyone have any good suggestions for events to better match the AWI?
 
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Scott Smith
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Depends on how chaotic you want your battles to be, but it could be an interesting way to introduce "the fog of war". I'm sure the designers could chime in on how odd instances had an effect on the battles of this period.
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Tanks Alot
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Fort Mill
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I think an event when an objective area is taken may work. Roll a dice and on a 123 the event happens one way or 456.

Some event ideas..
Rally 1 troop- roll a die 456 the unit increases by 1
a leader arrives
It rains- cav can only move 2 hexes
Veteran- gain 1 die in all future combat
cower- unit must roll morale checks for all future battles

 
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Jeff White
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Kyle
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It dawned on me that the cards for 1775: Rebellion would be a great source to start with. 'Light Dragoons', etc.
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Sean Chick (Formerly Paul O'Sullivan)
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Fag an bealac! Riam nar druid ar sbarin lann! Cuimhnigidh ar Luimnech agus feall na Sassonach! Erin go Bragh! Remember Limerick! Remember Ireland and Fontenoy!
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Well, I'm afraid it'll have to wait. Whatever it was, I'm sure it was better than my plan to get out of this by pretending to be mad. I mean, who would have noticed another madman round here?
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I am playing around with these for one of the expansions. Try it for yourself.

Random Events
Before each turn roll a die. On a 4-6 a random an event occurs for this turn. On a 1-3 to the first player and on a 4-6 to the second player.

1: Obtuse commander. 1 unit of the enemy’s choice that is not adjacent to the enemy may not activate until 2 AP is spent to activate them. Elite units are immune to this.

2: Low on ammunition. 1 unit of the enemy’s choice rolls 1 less die in all combat until it spends 1 turn not being activated. It must also not be adjacent to the enemy.

3: Unit Loses Cohesion. 1 unit of your choice has its MP decreased by 1. The unit must have either taken casualties last turn or is currently adjacent to the enemy.

4: Rally. 1 unit of your choice has its MP increased by 1.

5: Battle Surge! 1 unit of your choice rolls 1 extra die in combat this turn.

6: Initiative. Add 1 AP to your total AP this turn.
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Jim Waite
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Hi Sean. Just bought the game and was wondering if some these random event cards you're thinking about could be turned into a solitaire (dummy player) to guide the other sides actions. Maybe give the dummy player more advantages to make it a challenge. I'm thinking a cross between Field commander Napoleon's orders chits and Frontline D-days solitaire cards. What are your thoughts?

Jim
 
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Sean Chick (Formerly Paul O'Sullivan)
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New Orleans
Louisiana
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Fag an bealac! Riam nar druid ar sbarin lann! Cuimhnigidh ar Luimnech agus feall na Sassonach! Erin go Bragh! Remember Limerick! Remember Ireland and Fontenoy!
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Well, I'm afraid it'll have to wait. Whatever it was, I'm sure it was better than my plan to get out of this by pretending to be mad. I mean, who would have noticed another madman round here?
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Perhaps. I never really thought about that but it is a worthy idea overall. Might be a good expansion for the next game in the series. Or evolution in the series to be more accurate.
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