Recommend
1 
 Thumb up
 Hide
6 Posts

Warfighter: The Tactical Special Forces Card Game» Forums » Variants

Subject: Variant: Additional skills rss

Your Tags: Add tags
Popular Tags: [View All]
Axman George
United States
Fort Lauderdale
Florida
flag msg tools
Avatar
mbmbmbmbmb
Inspired by reading a TON of military non-fiction lately, I created a short list of proposed new skills for player soldiers. Requesting the community's input specifically on the following:

- Are these skills useful?
- Are they interesting?
- Are the appropriately costed? (this is the most important question...)

I'm most concerned with breaking the game, obviously. I also want to add more role-playing-type flavor to individual characters -- besides, doesn't every old Army movie have at least one scrounger?

Scrounger
Cost: 2
By spending one action, this character can add 1 ammunition unit to any equipped pistol, carbine, or rifle (not to exceed initial loadout). Excludes all explosive ammunition.

Opportunist
Cost: 4
By spending one action, this character can add 1 ammunition unit to any equipped pistol, carbine, or rifle (not to exceed initial loadout).

Fire Support Specialist
Cost: 3
Add 1 to the Attack roll of support cards that target enemies (Mortar Call, Sniper Support)

Situational Awareness
Cost: 4
The first time an enemy unit enters this soldier's location, s/he gets 1 free attack using any range 0 weapon.

Lucky
Cost: 1
Once per play session, this soldier can reroll some or all dice for one attack.


I haven't playtested any of these yet, so please consider this a kibbitz/brainstorm. Once I do get a chance to playtest, I'll edit this post and/or update this thread with my feedback.

Any and all feedback appreciated. Thanks!
2 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Francisco Gutierrez
United States
Burbank
California
flag msg tools
badge
"A pilot's greatest virtue is to know when to run" -- "What's this, a joke?"
Avatar
mbmbmbmbmb
axmangeorge wrote:

Scrounging
Cost: 2
By spending one action, this character can add 1 ammunition unit to any equipped non-explosive expendable weapon (not to exceed standard loadout limits).

Opportunist
Cost: 4
By spending one action, this character can add 1 ammunition unit to any equipped expendable weapon (not to exceed standard loadout limits).


These two may not sound too powerful, but think of how you "regain" ammo. IIRC, there are two cards "Speedball" (which there is one of and is expensive in support cards), and the card that gives you an ammo if you only have 1 or 0 ammo.

Given how "difficult" it is to "regain" ammo, I think the cards would be too powerful. Also I think Opportunist would pay for itself way too easily, rockets for the LAW are really expensive.

axmangeorge wrote:

Situational Awareness
Cost: 4
The first time an enemy unit enters this soldier's location, s/he gets 1 free attack using any range 0 weapon.


This sounds interesting. There is a card that does something like this (Overwatch), but I can't remember its cost. I know I rarely play it so I doubt this would be game breaking to "always have".

The others seem fine to me.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Axman George
United States
Fort Lauderdale
Florida
flag msg tools
Avatar
mbmbmbmbmb
Thanks for the feedback!

I've modified Scrounger and Opportunist -- now specifying pistol, carbine, or rifle ammunition. Scrounger prohibits explosive ammo. Opportunist allows it, specifically so that soldiers can scrounge 40mm grenades/future explosive ammo. This revision should exclude other consumables like the LAW you mentioned, but also smoke grenades, frags, smoke grenades, etc.

I also added the "not to exceed *initial* loadout" so that a soldier has to use up at least one ammo unit before scrounging a replacement.

I like the idea of taking unused grenades off the enemy casualties and using them, but I definitely don't want to break the game...

(Would these skills be better if they required 1-2 XP + 1 action to activate?)

Again, thanks for the input.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Christopher O
Canada
Toronto
Ontario
flag msg tools
designer
badge
Summer grasses / All that remains / Of soldiers' dreams. - Basho.
Avatar
mbmbmbmbmb
I like Fire Support Specialist, Situational Awareness and Lucky and they're fine as they are, but I think Scrounger and Opportunist might be too powerful/have potential to be abused. In addition, I have some minor thematic quibbles with them.

They definitely would be "tempered" by a requirement for an XP expenditure - maybe 1 XP per use of the ability. Your modification to not exceed initial load-out is also a good modification.

I think the other issue I have with both of these abilities is generally the enemies of America and other Western nations don't use the NATO 5.56mm or 7.62mm ammunition - they're using Kalashnikov and their variants, or RPDs, or RPKs and the like, and the ammunition is incompatible (as you know better than I) - 5.45mmx39, or 7.62x39, so I think, thematically speaking, you shouldn't be able to scrounge ammunition from the enemy.

Now, once the expansion packs come out that have the former East Bloc weapons, perhaps you can modify scrounger or opportunist to be something like:

Opportunist

"Exchange one currently equipped weapon for an enemy weapon of equal or lesser RP value. The new weapon has a full load-out of initial ammunition."

The scrounger might be the same as you've already described, but with the proviso that the ammunition must be for a weapon type used by the enemy forces.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Axman George
United States
Fort Lauderdale
Florida
flag msg tools
Avatar
mbmbmbmbmb
Kozure wrote:

Opportunist

"Exchange one currently equipped weapon for an enemy weapon of equal or lesser RP value. The new weapon has a full load-out of initial ammunition."


This is both a solid idea and an elegant solution. My MICH helmet's off to you!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Christopher O
Canada
Toronto
Ontario
flag msg tools
designer
badge
Summer grasses / All that remains / Of soldiers' dreams. - Basho.
Avatar
mbmbmbmbmb
I guess this proposal does put the onus on the player to determine what an "enemy weapon" is for each scenario.

I don't like automatically depicting Russians as "enemy", but it does happen that most of the forces that Western forces are facing are using Russian/ex-Soviet weapons.

On the other hand, when running Russian player soldiers, one could say that NATO/Western weapons are the "enemy" weapons.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.