Play Test #1

Setup was quick, as well as explaining the rules. Immediately places for modification were evident.

Problems
-------------------------------------
1. Movement: is quite slow since an order only allows a single unit to move. This quickly turned a squad game into a race of single units.

2. Combat: with 2 hit points per unit, it was getting cumbersome to keep track of hits. Not to mention, it took forever to actually kill a unit.

3. Scoring: the play test we did scored a point at the end of the round for each base you occupied. Doing so however gave too much importance to getting to a base as fast as you can to capture it.

Fixes
-------------------------------------
1. Movement: movement is now set at 10 spaces per order card and then augmented by the bonus on the order card. This can be used on any number of your units. You may, however, only use one attack per turn.

2. Combat: hit points were removed to allow a unit only 1 hit point. When they get hit, an 'injured' token is placed on the unit. This unit may not receive any orders and may be 'healed' by any unit by using the attack portion of their order. See scoring

3. Scoring: I have reversed the scoring method to behave like reinforcement points. As in, you start the game with a total number of points and each time you respawn a dead unit, you pay its reinforcement cost. Holding bases earns a reinforcement point at the end of each round.

Other Modifications
-------------------------------------
Tokens: Using miniatures is very fun, but very impractical because it limits what could be done. Now I'm using flat tokens. On one side, the unit class is designated. On the other, a blank color (to designate owner). This way units are deployed in secret to simulate a fog of war. Once the unit is attacked or attacks, the token is flipped over.

Combat: I'm debating from leaving the 'high roll wins' aspect and to turn it into rolling successes. For example, each side in the combat would roll a d12. After bonuses and penalties, a roll of 7 or higher would be considered a 'success'. A 'success' vs a 'fail' equals a hit, and a 'success' vs a 'success' equals a draw. This would slow combat down giving more draws, but I'll have to do the math to see the actual results. Maybe high roll on 2 successes, I don't know.

Syndicate content