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Event Cards, successes and failures

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X3M
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I think this is some sort of back to square one kind of topic. What to do with a failure?

For those not familiar, a short summary:
The game in question is a war game where each region has a group of units. Infantry/Vehicles/Tanks. And they have a RPS system. So a mix is usefull in general. But when having a goal, you specialize some of your squads.

Event cards:
These can be played any time, any where, on any player. Unless indicated otherwise.

***

After play testing more and more. Especially in the games where you play with less units. Some Event Cards are rather... useless.
Other seem to be usefull only when you or your opponent apply a certain strategy.

The Event Cards can currently be put into 3 classes:
- Temporary upgrades. Good for one round, but used on an entire squad.
- Permanent upgrades. Good for the entire game, but used on just one unit or units.
- Changes in army formation, or direction in firing. Good for one round, but used on an entire squad. Backfires if this same squad is used a second time that round.

Your opponent(s) don't know what cards you have saved up. And thus they put their units in formation after declaration, but before the fight. The army formation change cards are played right after this. Thus still before the actual fight.

All cards can be stacked! Used on yourself, or your opponent.

***

The biggest failures are in the army formation cards.

Normally your opponent has only 2 to 3 different unit types in their squad. This was only discovered during all those play tests.
With just 3 different units, and some might have suffered damage.
The formation might be as followed:
1-ABC in the frontline.
2-AB in the frontline, C in the back. (Or A and then BC)
3-A in the frontline, B in the middle, C in the back.

The last one is already very rare. With every fight, you only attack the frontline first, untill it has become to small to protect units behind it.

Now, the Event cards that change formation, there are 5:
- Backdoor; you attack from back to front instead. C>B>A.
- Backdoor Advanced; you attack from the front and the back, and work your way to the middle. A and C, then B once A or C is to small/gone.
- Flank; you attack the middle lines first, you need at least 3 lines for this. If there are none, you attack the front first. B>A>C
- Flank Advanced; The same as Flank. But you still can attack the front line as well.
- Surrounded; All lines can be attacked. Not even one unit is safe.
- There are no Event cards that do the middle and back lines at the same time.

Backdoor and Backdoor Advanced, work great in the game.
Surrounded works exactly the same way as Backdoor Advanced. Unless there is a third line, then it is even better.
Flank is rarely of use. I actually used it once on my opponent instead, forcing him to fire on 1 particular unit that was placed in the middle.
Flank advanced has shown no use thus far. And even though I know of one way to abuse it just like Flank. That situation is still extremely rare.

***

When walls are used, I know that there will be one more line on average in most fights. But this too will be rare. These squads are mostly specialized defence groups. So still no need for Flank attacks unless the firing units are 1/3th of the squad or less.

In what other way could I improve the usage of these Event Cards? Flank and Flank Advanced.
Change their use a bit?
Or should I simply leave them out?
One way would be allowing the player to show these bad Event Card to others, and simply pick a second Event card that round?

I also want players to obtain more then 1 card/round. But 2 cards/round is too much. How to get in between with a fair but random way? Let's say, 3 players have after 3 rounds, each 4 cards.

X3M
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Ok, I have 2 obsolete Event

Ok, I have 2 obsolete Event Cards.
Flank and Flank Advanced.
Let's forget about Flank Advanced.

In what way would Flank be useful? This in addition to its current use?

Orangebeard
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Would Flank be overpowered if

Would Flank be overpowered if it let the player hit any unit in any rank? What if the attack was at a lower attack power?

Alternatively, could a Flank card allow you to play a second card? I am referring to the problem in which 1 card is not enough, but 2 is too much.

let-off studios
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Flank Adds To Player's Defense?

Perhaps the Flank attack can reduce the Attack effectiveness of the target opponent's unit when played in addition to other Attack cards. It is added on to another Attack instead of being used on its own.

The Attacker names a Unit that's part of the group of Attacking Units as the Flanker. The net result is that the target opponent will have a more difficult time counter-attacking or causing damage until the named Attacking unit is repelled/defeated.

This could also be perceived as the Attacking player adding to their Defense rating/protection whenever the Flank card is played against an opponent. Thematically, this would indicate that some of the target opponent's units are diverted from their original formation or Attack plans by an unexpected Flanking attack. When the Flanking units are eliminated, the Flank bonus will no longer apply.

Flank Advanced may be a way to allow a player to choose different Units each round to perform the Flank action.

***

Another possibility is that Flank rearranges the formations of the target opponent. Or perhaps it allows the Attacking player to treat all target opponent units in the formation as if they were all in the front rank while Flank is in effect.

X3M
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Thanks for reacting

@ Orangebeard

What you suggest is already the [Surrounded] card.
All ranks are targetted. While it is stronger, it is also rarer. And sometimes it is a bit to powerfull, meaning an overkill. So you use the card while the effects are actually less or comparable with the other weaker cards.

In the TLDR post, I have described all 5 cards that have these formation changers.

Cards can also be stacked, so [Flank] can always be used together with [Backdoor] or [Backdoor Advanced]. Or [Flank Advanced] can be used with [Backdoor].

***

@ let-off studios

Quote:

Perhaps the Flank attack can reduce the Attack effectiveness of the target opponent's unit when played in addition to other Attack cards. It is added on to another Attack instead of being used on its own.

This has given me an idea, thanks.
Please let me know what you think.

Since one squad moves into position for attacking the opponent from a certain angle. The opponent will be doing less damage since they are targeting a moving object.

Lets say that a [Flank] card would be the weakest of the 5, but it still has effect on the opponent. In return, this card will be very common. And a side effect would actually be attacking a flank of the enemy when there is one.
The weight of reductions that I have in mind would be with a number of dice. While [Unlucky] cards actually substract damage instead of dividing (lineair effect). Meaning that 6 [Unlucky] cards equals 0 damage on untrained units.
The number of dice that do 5/6th:
1 = Flank
2 = Flank Advanced
1 = Backdoor
2 = Backdoor Advanced
3 = Surrounded

With this, even opponents that have just one rank, there is an effect.
While [Flank] and [Backdoor Advanced] have the same effects as [Surrounded], they also provide the same ammount of dice. The same goes for [Backdoor] and [Flank Advanced].

This idea is excellent, Thank you!
(Once again a: "why didn't I think of this sooner")

***

Yesterdays playtest showed me.
It is possible to attack the last line while the front line is very big. This happened with a flank attack. The trick was to use the [Flank] card while the opponent had only 1 unit in the middle. The ONE that he wanted to protect. But then I though. The very next line was bigger, meaning that according to the rules. I could simply target this line.

It was a surprize for both of us. And we decided that this is also allowed. The rule states, if the line that you attack is smaller then the next one, you may attack the next one as well. Even though it is even rarer than any other situation.
We had this situation before where [Backdoor] was used, in that case, the front line wasn't worthwhile. But it could be targeted as well.

X3M
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New cards

Another question.

I am busy testing dice changes.

001122 (old)
or
111223 (new prefered and further discussed in this post)
or
112233 (new also possible, but ignored)

Any way. With the 2 new possibilities. Randomness surely drops.

I am thinking about adding new Event Cards.

[Teamwork]

This card will not allow the units to have their basic roll for each their own. But all projectiles share the same die. Of course you can only select a few units for this. This means that you will be taking the same risk for you entire selected squad, what normally would only be in effect to 1 unit.

Accuracy and Dodging/Deflecting are not included.

In overall, this card has no use. But in a situation that you can aim for a lot of the same type of units. You might want to gamble to not have an "average" result comming from 6d6("1,1,1,2,2,3"):
average=10; which might not kill sufficient opponents.
chance for 6 is 1:64
chance for 18 is 1:46656

But instead, we get 1d6
average=6*1,67=10
chance for 6 is 1:2; a higher chance for killing less opponents.
chance for 18 is 1:6; a higher chance for killing sufficient opponents.

For all units. No matter what weapon.

Is this a good addition to the game?

Since this card is an opportunity card. It would do good in combination with other cards. Like the
ones mentioned in a previous post.

This card in particular can be used just right after having rolled the accuracy rolls. And perhaps the dodging/deflecting rolls.
If you have good success here, the card will be of more use, obviously. Since you still have plenty of projectiles flying.

Should I leave it in the hands of the attacker(that uses [Teamwork]) Or should I leave the dodging/deflecting from now on to the defender in question? Until now, we left this to the attacker for a good flow of the game. The order of type of rolls is up to the attacker. Basic rolls are often done last. But not nescessary. Just what the player likes to do.

There is one extra rule needed to this event card:
EITHER
Rerolls for experienced units are lowered down to the lowest possible that takes part in the team. In other words, it could be nullified.
OR
Rerolls are done any way, for each experienced unit individual.
OR
Rerolls are done in the exact same way.

A reroll is depending on the unit level:
0: "0,0,0,0,0,0"
1: "1,0,0,0,0,0"
2: "1,1,0,0,0,0"
...
6: adding 1 die any way.
7: 2 dice, the second roll might trigger rerolls again.

Well, that is it for now.
I still need to work out another new card called [Focus] But it is possibly being discarded.

X3M
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Very simple question.

What would be worse?
Terrified
Mortified

One card has an effect for 1 round.
The other for the entire game, but can be undone.

In both cases, the unit is locked up in to doing absolutely notching.

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