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Subject: Would counterattacking break the game? rss

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James S.
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Urbana
Illinois
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As many others have noted, sometimes an engagement between two perfectly matched fleets will be decided purely by who shoots first, which can lead to fears of imbalance and hesitation to engage in combat.

I'm wondering if there is a simple fix a la games like M:tG, which handles combat "damage" simultaneously.

Essentially, both players (aggressor and defender, named depending on which player is active) would roll simultaneously, with all cannons within range that either player desires to use.

This would eliminate some of the risk of combat and would be a lot more realistic.

Another possibility would be to limit a ship to one counterattack per turn, thus rewarding the player who commits multiple ships to an attack.

Thoughts? I know this game is kinda dead, but my playgroup still enjoys it.
 
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mar hawkman
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It'd probably completely break it, but feel free to give it a shot anyways.
 
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Kyle
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Up Nort' Der
Wisconsin
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It's been attempted a number of times over the years with limited success, but if you've got an idea that works definitely try it out.

The core game rules should still work with counterattacking rules added, but it would break quite a few of the abilities and point costs in the game. You'd have to do some serious rewriting and re-pricing, and/or just toss out anything that didn't work.
 
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Michael Getgen
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Our group allows the defending ship to counter shoot (with all guns in range) at a increased die roll (+2 = a natural 6 is always a hit), this way the attacker still has the advantage yet the defending player has a resopnse. arrrh
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Reckless Fable
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The strategy in this game (aside from finding broken combos) is all about maneuvering.
 
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