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Star Wars: Rebellion» Forums » Variants

Subject: Combat Variant - Steal from Forbidden Stars rss

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Anthonii
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Just putting it out there.

I wish that they stole the battle system/deck building from Forbbiden Stars.
So i might aswell attempt it myself. It would mean potentially ditching 'tactics' cards and homebrewing a combat deck.

Here is my intial thoughts:
Everytime you recruit a leader, you recruit their 2 associated battle card and remove 2 others.

Intially i would probably just look at the FS and port those and tweak to fit the system and match flavours?

Thoughts? Hints? Ideas?
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Foggy Leggy
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See thread:

Combat - a more strategic alternative using only existing components - with updates

Been testing. Works great.
 
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Anthonii
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Saw it. Doesn't solve my issues at all. Its a fair effort within the constraints.
 
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Doug DeMoss
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I can't see it - what the Forbidden Stars combat system does for you, really, is integrate tech advances. All I can see is that this would make combats take longer.
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Raf Cordero
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Bolingbrook
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demoss1 wrote:
All I can see is that this would make combats take longer.


It would definitely make combat take longer, but that may not be a bad thing. Apart from Tech Advances, FS has the tactical "I-Go-You-Go" built into card play. It's more than just "My pile of dice + cards" vs "your pile of dice + cards". Cards offer alternative uses of dice, opportunities to change them, reasons to bring a mixed fleet, etc.

A Forbidden Stars style combat system might have reasons to bring X-Wings into a fight against Star Destroyers if some of the cards that were X-Wing related had tactical advantages to do so. Or, for example, X-Wings are atmospheric ships so perhaps some of the X-Wing cards would allow them to participate in the Ground Battle.

There could, in theory, be a lot more to combat than just my pile vs your pile.
 
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Doug DeMoss
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captainraffi wrote:

There could, in theory, be a lot more to combat than just my pile vs your pile.


That's what the tactics cards provide.
 
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Raf Cordero
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Bolingbrook
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demoss1 wrote:
captainraffi wrote:

There could, in theory, be a lot more to combat than just my pile vs your pile.


That's what the tactics cards provide.


Not really, they don't add much beyond "my pile +1" vs "your pile + 1 or 2". Rebellion is my GotY so far, but combat is my least favorite part.
 
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Doug DeMoss
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Sometimes, but there are also major combat changers in there. "I'll swoop in, pick off a couple things, then run. Oops, No Retreat? Well, ****."
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Jason Sherlock
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demoss1 wrote:
Sometimes, but there are also major combat changers in there. "I'll swoop in, pick off a couple things, then run. Oops, No Retreat? Well, ****."


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Anthonii
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demoss1 wrote:
captainraffi wrote:

There could, in theory, be a lot more to combat than just my pile vs your pile.


That's what the tactics cards provide.
the tactic cards are definitly a place holder or a gap filler. Seems like a last minute design change.

To me they never added any interesting decisions to be made.
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