Sunday, April 7, 2013

Flight Stands for X-Wing Miniatures

One of the things about X-Wing that makes me cautious is the fact that there a tons of bits to this game and losing  misplacing or simply swapping some of these bits is a real danger.  Losing a card, movement template or flight stand could really cripple your ability to play, especially in Tournament situations.

Recently I left a game and found that one of my flight stands was missing!  I contacted the people I played with and none of them seems to have an extra stand.  Needless to say I was pretty upset about the whole sitch.

I figured I could just go buy a replacement from Fantasy Flight and be on my merry way.  The bummer is that they don't seem to offer that option.  They do offer replacements for mispacks, but not for lost or damaged bases. So what's a geek to do? Go to Litko of course!

I have always had a good experience with Litko.  I first started shopping there for my Firestorm Armada stuff. Some say that they are a bit pricy, but I picked up the base for around $3 bucks, which wasn't all that bad.  I find the quality of the product to be superior and the tokens tend to add some really neat flair to the table.

Once I receive the actual base in a few days I will post a review.

UPDATE!

I received my stand!


Here are my impressions.


Here is why. I had the same problem with this product as I did with Litko's Firestorm Armada bases.  Frankly they are exactly the same base except for the little nobbies at the ends for the X-Wing movement markers. The pole and the hole on the base are identical in size.  Which means that you pretty much have to take a mallet to the thing to get it to fit in all the way and if you don't, the rod will pop out in a few minutes. These tolerances are far to exact and it makes assembly frustrating.

Second of all, as you can see the top of the rod is completely round.  It comes with a small extension piece that I would assume connects to one of the rod pieces that come with an X-Wing model.  Then, since this came with no instructions mind you, I would assume that you clip the FF rod to the Litko rod and mount your model to all of that.

The area where the rod meets the base on the original flight stands have a larger flanged area that is supposed to hold the cardstock statistic counter on the bottom of the base.  Again the kit came with another small plastic piece I assume should be placed near the base to hold the counter on.  If that is the case its sized poorly and would do a less than adequate job of holding the counter in place.

All in all this is a poor substitute for the real thing.  Having seen the Corsec Engineering bases that come with Omni-stand rods seem like a much better choice all in all.



Saturday, April 6, 2013

Artemis Bridge Combat Simulator, probably one of the finest Nerdtertainment events I have experienced all year.

Earlier this year at Orccon I had the opportunity to play Artemis Spaceship Bridge Simulator. To be honest, it was probably one of the best times I have had at any Con in a very long while.

Here's the scene.  I am minding my own business playing some NetRunner with a buddy of mine.  Mike from the +X2A team and head of the miniatures department comes down and says, "Whatever it is that you are doing, drop it and go up to the boardroom.  Just shut up, don't ask questions and meet me up there."

Usually Mike is the picture of stoicism so I guessed it was pretty important.  When I went up there I saw five laptops with different displays and a projector on the far wall showing what seemed like a spaceship of some  sort flying through, well.... space.

By each laptop was a placard that listed positions like Helm, Weapons, Science, Engineering and Communications.  If you are at all familiar with a certain TV show and/or series of movies called Star Trek, I think you might know where this is heading.  I planted my butt firmly in Sulu's position and we started a half hour scenario.  After a quick tutorial on how things worked it was up to us to defend the Deep Space Bases against the Torgoth Deep Space Force and other baddies.  Armed with Phasers, Homing Missiles, Mines, Nukes and our wits and lead by a Captain who could only see what was put up on the projector screen by his various crew members we destroyed wave after wave of attackers.

Here is a video of me as I decided to take the Captains Chair and a short interview with the chap running the whole shabang. Russel and I talk about what is required to play the game and all the details of what goes on when you play.


Rev3Games  also has this fun video of game play.


Russel will be bringing this game back for Gamex in May.  He will be running the game all four days of the convention, pretty much non-stop.  If you are at all interested in this great game come on down to the Sheraton Gateway at LAX and test your mettle.

Friday, April 5, 2013

King of Monsters vs. League of Righteousness - Hero Cards

I just finished re-tooling my Hero Cards.  I put the first batch together in a hurry the day before my first playtest.

The cards include a picture of the model I intend on using for the Hero, a short bio, the Heroes' special rules and a sidebar that will remind the players of the special rules given by all the Zones that are not destroyed by the KoM.









Due to my last playtest I decided to get rid of the Hospital and Metrorail locations.  It seemed like the characters have little need of moving around as much once I took out the need to heal in the Hospital.  Characters now resurrect at the HQ which works fine.

Thursday, April 4, 2013

Story Behind the Corellian Corvette Scenario

It occurred to me that I posted a bunch of stuff on the mechanics of our Corellian Corvette game but failed to talk about the mission, objectives or story behind the whole thing.  I will correct that here.

A planet near the outer rim is now under Imperial Control.  The new planetary governor is en route to take his new post aboard a CR90 Corellian Corvette courier ship. Escorted by 4 hyperspace capable TIE Advanced fighters.

Rebel intelligence discovers where and when this vessel will arrive in system and decide try take the ship and the governor.

The rebels come in to take out the TIE Advanced.


After the X-Wings engage the Advanced, TIEs from the planet come up to ruin the rebels day, but Y-Wings also begin their attack run on the capital ship.


After the big fight a shuttle comes in to board the Corvette.  If the Rebel succeed we will be running an Edge of the Empire game and play out the boarding party finding the governor. But the rebels need to keep the TIEs off the shuttle.






RPG Damage Resolution

John Wick, designer of L5R, 7th Sea and a slew of other games once told me, “If you get hit by the sharp edge of a Katana, you are going to die or at the very least wish you were dead.” Which is pretty much absolutely true for just about anything be it a Colt .45, Mossberg or bastard sword.  Sure you might get lucky and the bullet or sword might just wing you, but that is more the exception than the rule.  In RPG’s though things are more cinematic and lethality is far less immediate.  In some RPG’s it will take you an hour to kill something outright with multiple strikes from multiple PC’s. Dragon slaying ‘aint easy but it sure is necessary.
 
Adding drama to combat is one of the most difficult tasks for a game designer.  Setting a “lethality level” for a game is crucial to the basic feel.  Is it heroic and the player characters should be able to take out several enemies at a time or is it gritty and the players have to take care to not be killed by a single attack? It’s also a crucial choice for a GM looking for the right system to help tell his story.
 
This is a complex topic in general but I want to tackle one aspect that is of special significance to me.  That being damage resolution or simply, what formula is used to determine the level of damage that is done after an attack hits.
 
There are a lot of factors here.  How much potential trauma can your weapon inflict? How skilled is the wielder of said weapon? Is the victim able to mitigate some of this damage by blocking, evading or absorbing the impact? How or where was the victim struck? For the most part all of these factors can be simulated meticulously or abstracted in some way, but all of these factors will have an impact on how the combat is narrated and therefore how it affects your story.  The real secret is to have a balance between the cinematic value of your combat scene and managing the flow of the mechanic to match the pace of the scene. Just about anything in an RPG has to be assessed by determining how well or how poorly it allows you to craft the story you are telling.  Without that element it becomes more of a tactical game than a role playing game.
 
Some can argue that systems that create a very detailed combat system will allow you to create a higher level of immersion.  Knowing exactly where your character took a wound and determining if it was blunt, piercing or slashing damage gives you a good idea of how things are developing in a combat.  Others would argue that these particulars should be abstracted systemically and it should be up to those developing the story to come up with the particulars. 
 
In my opinion, they key here is pacing.  When a system attempts to develop too much detail, it tends to have a lengthy mechanic with a lot of rolling and book keeping. Some players love this kind of thing, but I tend to think that it detracts from the game. It tends to shift the focus of attention from the story to the mechanic which is something I abhor. A good combat system should allow players to drive the combat through their narrative choices and be transparent enough to let them think less on the numbers and more on the action. This means that the system should be simple and fluid, but be detailed enough to provide serious consequence in order to promote drama. After all, if the idea of impending death does not create drama, little else will right?

Sidebar-
Let’s look at it this way. One of the best ways to assess whether the focus of a game is the system versus the story is to ask someone about their character.  If they immediately start telling you about the characters statistics, special abilities or what kind of weapon it wields the game is about the combat mechanic to that player.  If the player tells you about its relationships, achievements and character quirks then the game is focused on role-play for that player. Listen to your players as they talk to each other or people outside the game about their character.  It can tell you a lot about what they are experiencing and what they value in your game.
 
I am a big fan of systems that resolve the hit and the damage in one roll.  This cuts down on any extra mechanic for damage and tends to lean on giving the accuracy of the hit as much bearing to the damage as the size of the weapon.  Thus, small weapons like knives can be just as deadly in the hands of a skilled assassin as a shotgun in the hands of a teenager.  Additionally, it’s far more dramatic for a character to be deadly because of his impeccable skills than because he could afford the best bit of gear.
 
Various systems use this kind of damage resolution, for example Shadowrun and White Wolf's World of Darkness.  They assign a basic lethality to a weapon and any additional damage is inflicted by margin of success and any reduction in damage is mitigated by armor and supernatural toughness.
 
I feel that systems that separate damage and accuracy are fundamentally flawed. I can’t tell you how many times I have rolled a to-hit that has nearly doubled the defense of my target just to roll minimum damage on the damage dice.  So you mean to tell me that I hit this Umber Hulk full on with the keen edge of my Dwarven steel right in the most vitally vital part of his monstery giblets and did 4 points of damage? It basically gives the player a second chance to fail or can potentially reward them for a marginal success. All in all, it probably balances out statistically, but it becomes harder to narrate with two varying and possibly contradictory outcomes. “I barely hit him, but I guess I hit a vital artery with that attack.” Or, “I hit him square in the face with my hammer but he seemed to keep his brains closer to his neck.”
 
Another thing these systems have in common is the damage track (well up until 4th edition SR).  Everyone has the same number of hit boxes and there are immediate consequences for taking damage.
 
Systems that reflect toughness by allowing the characters to mitigate damage the moment it is taken do not require variable sets of hit points. Their resilience is already factored into combat.  In the end, when you get hit on the head with a big rock you will be just as dead as the guy next to you that is hit with the same rock, unless he has a helmet. I guess it’s just a different philosophy that works out to be pretty much the same. To me it’s just less book keeping and having damage levels that are marked, Light Wound, Moderate Wound, Mauled or Crippled make it much easier to visualize exactly how bad the situation is.  Does the word “Bruised” give you a better idea about how bad off a character is than saying, “I am down a quarter of my HP’s.”
 
I don't mind a hit point system per-se but I really don't like systems where there is no negative impact on your actions after being hurt.  Characters with a lot of hit points have a tendency to walk into danger without even caring.  My Dwarven warrior used to take out traps just by springing them and taking it on the chin.  This really detracts from the tension of combat, up until the character starts running out of hit points.  A character should not start to worry about taking damage only when they are close to going down. They need to get nervous the second they are hit.  When you have a system that immediately impacts the characters ability to function the moment they take damage it in increases the tension of the scene and therefore the drama.  You know that once the character starts taking damage, he/she becomes immediately more vulnerable and that has a direct impact on his/her decisions further along in the story.
 
So what am I saying here?  Stop playing D&D and play more Shadowrun?  Not at all. The whole reason for this post is to expound upon how these kinds of mechanics affect your game. I want people to actually think about why combat encounters are important to the game and how it drives drama and story. Take a moment to inspect elements in whatever system you are using and think about how a character reacts when he or she takes damage from an enemy.  Are you getting the kind of dramatic response you want or are they simply going through the motions?  Elements like, making player characters more in charge of a combat by making things run off fewer random elements, bringing the characters abilities to the forefront of a combat, making players think more tactically because there is a price to be paid even if they are only slightly wounded and increasing the drama by making sure that characters understand and narrate exactly what is going on in a combat so they feel more immersed in the scene.  These elements can be applied to just about every system by creating detailed descriptions that have no mechanical value at all. Or by making simple tweaks that better describe injuries and the chaotic nature of combat, you may end up serving your players and your stories better in the long run.

Wednesday, April 3, 2013

King of Monsters vs. The League of Righteousness!



Welcome. This board game is about comic book superheroes versus a monster from Kaiju style movies like Godzilla and Gamera. Here the King of Monsters is attacking the Isle of Righteousness which is the headquarters of the superhero team “The League of Righteousness.”

The leagues new Unobtanium Reactor has sent out waves of strange radioactivity that has attracted the King of Monsters to the island. The creature seems to be enraged by this radiation and seeks to destroy it at the source! Problem is that if the reactor is destroyed, it will cause a catastrophic chain reaction that could well destroy all life on our little blue/brown spinning marble.

The Island is separated into several zones that the King of Monsters will try to destroy while the League attempts to push the beast back into the primordial waters whence it came. The game uses two decks of Uno cards for resolution. Divide the decks into Action and Combat decks as listed below. Please try to keep the decks separate as one will belong to the Heroes and the other to the KoM (or King of Monsters).

Each Zone has unique properties that will aid the Heroes, but once the Zone is destroyed those benefits are lost and it therefore becomes more challenging for the Heroes to beat back the KoM.

Each Hero has a unique special power that, when used in conjunction with the other Heroes powers can make it much easier to beat back the KoM. This is a cooperative game for the most part with all 8 Heroes having to use their powers together to beat the massive beast.

Cards

This game runs off two decks of Uno cards. Divide the decks as follows.

Action Deck
· 8 Draw 2 cards
· 8 Reverse Cards
· 8 Skip Cards
· 4 Wild Cards
· 4 Wild Draw 4 Cards

Combat Deck
· 19 Blue 0-9 Cards
· 19 Green 0-9 Cards
· 19 Yellow 0-9 Cards
· 19 Red 0-9 Cards

Zones

Ocean: If the KoM is pushed back to this zone, the Heroes win!
  • Breakthrough Rating – 0
  • Color – Blue
  • Special Rules – If the KoM is pushed into this Zone the Heroes win!
Beach: This is the KoM’s starting zone. There are no objectives on this zone so he will only spend one turn here.
  • Breakthrough Rating – 0
  • Color – Yellow
  • Special Rules - None
Power Lines: The power lines from the Hydroelectric Dam feed Hero City. Once they are destroyed, the Heroes are forced to rely on power from the Unobtanium Reactor.
  • Breakthrough Rating – 15
  • Color – Green
  • Special Rules – The Power Lines entangle and enrage the KoM. In order to move into this Zone the KoM must draw one less card into its Combat Hand the turn it enters.
Motor-pool: The United Nations guard post keeps its tanks and artillery stored in the motor pool. As long as this Objective is alive Heroes can call upon these men and vehicles to help them in the fight.
  • Breakthrough Rating - 17
  • Color - Red
  • Special Rules – Since the UN soldiers are helping with the fight, all Heroes can choose to discard one Combat Card and draw a new one at any point in their Hero Phase.
Metrorail: This light rail system can be used to shuttle people and items to and from any zone in the game.
  • Breakthrough Rating – 19
  • Color – Blue
  • Special Rules – As long as the monorail is running, Heroes can transport to any Zone in one Turn by discarding a single card that matches the color of the destination Zone.

Airstrip: The airstrip can be used to call in air strikes.
  • Breakthrough Rating – 21
  • Color – Yellow
  • Special Rules – As long as the Airstrip is active any Hero can call in an air cover. This will cancel one “Skip” card per turn for a single Hero.
League of Righteousness HQ: The headquarters for our heroes. As long as this is not destroyed, new heroes can be called up to join the fight.
  • Breakthrough Rating – 23
  • Color – Green
  • Special Rules – The HQ is the nerve center of the League. It provides C&C support from sidekicks and second tier heroes. The HQ allows the Heroes to discard one Action Card result and re-draw once per Zone. Heroes that have been injured and removed from play may re-enter play from the HQ.
Science Lab: The science lab can be used to replenish special abilities and keep the heroes superpowers from dwindling.
  • Breakthrough Rating – 25
  • Color – Blue
  • Special Rules – The Science lab allows each Hero to store a single unspent Combat Card at the end of the Hero Phase. Set the card aside as it is not counted as part of your hand. This card can be discarded and replaced with a new card at the end of every Hero Phase. The Combat Card can be added to the Heroes hand whenever he/she tries to use a Special Attack. See Below.
Unobtanium Reactor: The Unobtanium Reactor had to be activated to power the city. Now that it is up and running it’s a powder keg waiting to blow!
  • Breakthrough Rating – 30
  • Color – Any
  • Special Rules – The Unobtanium Reactor does not confer any special benefit other than allowing every other Zone to function. If it is destroyed the game is over and the world falls into a nuclear winter. Life as we know it ends and the KoM rules over an irradiated landscape of death. Good times.
Heroes

The League of Righteousness started as a Fantasy Football League run by The Linebacker back in the 1980’s. Later it grew into the largest collection of super powers known to man. The A list Heroes include:

Anvil – Genius, playboy, philanthropist, billionaire and Hero, Anvil is a symbol of super technological might. The Anvil suit is armed with sophisticated weapon systems, incredible physical strength and speed.
o Color – Yellow
o Special Rules – Anvil is incredibly powerful and can single handedly suppress an area with rockets, bullets, flairs and the Graviton Hammer. He can force the KoM player to replace any card on the Damage Location Chart with a random card from the KoM’s Combat Deck immediately after the Draw Phase.

Artemis – Once a Greek archeologist, Artemis discovered an ancient shrine that held the Sword of Artemis. The moment she touched the sword she was imbued with the power of the Ancient Goddess of the Hunt. All but invulnerable, able to fly and given superhuman strength and agility, she has become the most powerful female superhero in the world. Often known for activism in children and women’s rights she is a high profile Hero and high ranking member of the League.
o Color – Red
o Special Rules – Artemis is the goddess of the hunt. She can stalk prey and sense its weakness. During the Move Step of the Hero Phase, Artemis can look at any face down card on the Damage Location Chart.

Bamf – Bamf was marked by a Dark Lord of the Abyss, but managed to keep his faith and escape the evil to which he was bound. Now Bamf works hard to redeem himself and subdue his demonic nature.
o Color – Blue
o Special Rules – Bamf can move at incredible speeds and teleport. During the Move Step Bamf can move twice into any Zone on the board by discarding a card from his hand that matches the Zone moved into. He can also attack any Hit Location regardless of color.

Brick Dropper – Brick was a researcher in mood altering drugs. Experimenting on himself, he accidentally changed his brain chemistry to turn him into an unstoppable machine of destruction. Whenever he feels embarrassed, awkward or generally butthurt, he is imbued with incredible strength and stamina.
o Color – Green
o Special Rules – Brick is unstoppable. Whenever Brick is taken out simply put the model on its side in the Zone that he is in. Next turn, he automatically gets back up in the Hero Phase Move Step. He is also known for Dropping Bricks. If Brick is next to any building during his Fight Step he can Drop Bricks once per Turn. When he does so, he can choose any Combat Card that is currently damaging the Zone. He can then immediately search the Hero Combat Deck and place an identical card on the Damage Location Chart.

Dr. Ibis – Nobody knows the Doctors true name or where he came from. All that is known is that he is the master of the Arcane! Dr. Ibis has incredible powers unknown to mortal man.
o Color – Yellow
o Special Rules – Dr. Ibis is a master of the art of Magic and can bend reality. During the Clean Up Phase Dr. Ibis can look at the top card of either Action Deck and can choose to discard the card or keep it on top of the deck.

Dynamo – Once Dynamo was a Special Forces commando who volunteered for a special program run by the government. Treated with special Zeta energy, Dynamo was given powers and abilities far beyond that of a mortal man.
o Color – Red
o Special Rules – Dynamo is unstoppable. Whenever Dynamo is taken out simply put the model on its side in the Zone that he is in. Next turn, he automatically gets back up in the Hero Phase Move Step. Dynamo is a powerhouse and can put a Power Token on any face up card on the Damage Location Chart during his Fight! Step. This token gives that card a +1 to its value. He can do this once per Turn and can place multiple tokens on any card.

Science Ninja – The Science Ninja is a master of the Shinobi arts. On top of this he packs a grip of gadgets and technological marvels to increase his powers. He is also a gifted investigator and leader.
o Color – Blue
o Special Rules – After the Draw Phase, Science Ninja can allow any Hero to trade one card with another Hero due to his superior leadership skills. No Hero can trade more than once.

The Grey – The Grey is an alien from a fallen civilization. He has shape shifting and telepathic powers and has dedicated himself to preventing humans from destroying themselves like his people did.
o Color – Green
o Special Powers – The Grey can use his telepathic powers to help Heroes prevent catastrophe. Once per turn The Grey can change the numeric value of any card played by replacing it with the numeric value of a card played from his hand. The value is changed immediately but the card reverts back to its original value in the Clean Up Phase. Note this does not change the color of a card.

The Game Turn

The Game Turn is divided in to 4 Phases. Setup, Draw, Rampage, Hero and Cleanup. Each Phase has several Steps. All together they make up the Game Turn.

A) Setup Phase.  In this phase the KoM player sets up his Damage Locations on the Damage Location Chart.  See image below


There is one Row per color and four Columns per Row. Attacks and other effects are resolved from left to right starting with Column one and ending with Column 4.  At the start of the game and again whenever the KoM moves to a new Zone the KoM player must place cards on the Damage Location Chart.  The KoM player will draw cards from the Combat Deck until four cards are drawn for each color.  Only the first four cards drawn for each color will be placed on the DLC all subsequent cards of the same color that are drawn are discarded.  Once all 16 cards are drawn the KoM player then places them on the DLC.  Cards must match the color of the Row they are placed in and are placed from lowest numerical value to highest starting with Column 1.  If the KoM moves into a new Zone, these cards are placed face down and not revealed to the Hero players.  If the KoM is pushed back into a previous Zone, the cards are placed face up.

B) Draw Phase.  All players, including the KoM player may first discard any cards and then draw up to a hand size of 5 from the Combat Deck, but may never end the draw phase with more or less than five cards exactly.

C) RAMPAGE! Phase.  The KoM goes on a rampage.  In this phase the KoM player follows these steps.

     1) Action Deck Step – Draw one card from the Action Deck
          a) Draw 2 Card:  If the Draw 2 Card is pulled draw 2 cards from the Combat Deck may only attack Heroes during his RAMPAGE! Phase.
          b) Reverse: This card reverses the order of the face down cards in a row on the Damage Location Chart.  The row that is changed corresponds to the Reverse card color drawn.  Hero attack cards that are placed face up on top of these cards are not re-ordered.
          c) Skip: The KoM may only attack Heroes this RAMPAGE! Phase.  The KoM also looses his Move Step during this RAMPAGE! Phase.
          d) Wild: The KoM player can choose to either place this as a fifth card on any Damage Location Row with a value of 9 or they may choose to keep it in their combat hand.
          e) Wild Draw 4:  Immediately draw four cards from the Combat Deck and add it to your hand.  Place this as a fifth card on any Damage Location Row with a value of 9.

     2) Fight Step!
          a) The King of Monsters can choose to damage the Zone or the Heroes and can attack any number of targets as long as he has the cards to do so.
          b) If the King of Monsters chooses to attack the Zone he must play any combination of cards and add their numerical value together.  This total is compared to the Breakthrough Rating of the Zone.  This may be done cumulatively over several Turns or in one Turn.  Wild Cards count as nines for damage.  Once the total damage value meets or exceeds the Breakthrough Rating of the Zone the Zone has been destroyed at the end of the Fight Step.
          c) If a Hero is attacked, the KoM must choose a card color that corresponds to the Hero.  Each Hero has a color value.  The Hero may then play a card of the equal value or of the same color.  In turn the KoM may play a card of the equal value or color (note color may change here but will still damage the Hero as long as the initial card of the attack was the correct color.) This goes back and forth with the player who played the last card being declared the victor.  If the KoM wins the Hero is taken out!  Once taken out the Hero must discard his hand and my re-draw up to five in the Draw Phase.  The Hero is taken out for the rest of the following HERO! Phase, but will recover at the beginning of the next Turns HERO! Phase starting in the League of Righteousness HQ and must spend cards in the Move Step of the HERO Phase to return to the fight..  (Rules on Hero zone movement will follow later on).

     3) Move Step!
          a) The KoM may move on to the next Zone if the following conditions are met.
               i) The KoM has destroyed the Zone objective.
               ii) The KoM does not draw a Draw 2 or Skip Card in the beginning of the Action Deck Phase.
               iii) The KoM must have a card in his hand that is the same color as the Zone being entered.

D) HERO! Phase. Now the Heroes get to beat on their invader.  Red Heroes go first.  Each Red Hero draws from the top of the Combat Deck.  The Hero with the highest number goes first and the Hero with the lowest number goes last.  Repeat then for Green, Yellow and Blue in that order.  Once we know who goes when, we can start whoopin radioactive monster butt!

     1) Move Step – A Hero can move from Zone to Zone.  The Hero must discard a card that matches the color of the Zone being entered.  A Hero can do this as many times as he/she has cards.
          a) Draw 2 Card:  The Hero has the choice of drawing two cards from the combat deck and loose the rest of the HERO Phase or the Hero may allow the KoM to draw two cards.  If the KoM draws two cards the Hero may continue with his/her HERO Phase.
          b) Reverse: This card reverses the order of the face up cards in a row on the Damage Location Chart.  The row that is changed corresponds to the Reverse card color drawn.
          c) Skip: Lose the rest of the Hero Phase.
          d) Wild: The Hero can place the wild card face up on any Damage Location immediately.  The Wild card matches all colors and has a value of 9.
          e) Wild Draw 4:  Immediately draw four cards from the Combat Deck and add it to your hand.  The Hero can attack any Location that turn without having to shift Locations.

     2) Fight Step!
          a) The Heroes can attack the KoM using their fabulous superpowers.  They can attack the Location that matches the Heroes color.  They can discard a Combat Card from their hand to move one Location up or down as many times as the Hero has cards to discard.
          b) The Hero can make a normal attack on the Location by placing a Combat Card whose color matches the Location color face up on top of the first unoccupied Location from left to right.  Only a single face up card can be placed in each Column of the DLC.  If the Hero has more cards to play, they can spend cards to move Locations and place as many cards in their hand on as many Locations as they can.  Otherwise, they can save cards to power up for a “Special Attack”.
          c) Once all the cards in a Location have been covered by an attack card a Hero can choose to do a Special Attack to disable that Location. A Hero cannot do regular attacks on a Location Row in the same turn as he/she does a Special Attack.
               i) First the Hero must determine if the location has been weakened enough to be able to be taken out.  Starting from left to right compare the face down card with the face up card.
                     (1) If the face up card is of higher or equal value compared to the face down card, the cards are then removed from play.  Continue on to the next column.
                     (2) If the face down card is higher than the face up card, the Heroes have failed to damage that Location column and all face up cards are removed.  All remaining face down cards are then shifted to the next left most open position.  The card that was formerly face down remains face up.
                     (3) If all the cards are removed from play, the Location has been defeated.
               ii) Once the Location is defeated a Hero can try a Special Attack.  Special Attacks are handled as follows.
                     (1) The KoM player draws a card from either his hand or the top of his Combat Deck.
                     (2) The Hero must then match either the color or the number on that card.
                     (3) Both sides keep playing cards from their hands until one side cannot match.  (Note:  The KoM player is not restricted by Disabled Locations for the purposes of this fight.) The last side to match being the victor.  If the Hero wins, the Location is Disabled.
                     (4) If the Hero fails to match then the Location automatically replaces the left most card face up on that location with a card from the KoM’s Combat Deck.
               iii) If a location is Disabled the KoM player cannot use that color card for any actions including Damage and Attack.  Once the KoM can no longer play any color cards, it is moved back one Zone.  Once moved back it replaces all its Hit Location cards lowest to highest just as described in the Setup Phase, but all cards are placed face up so the Heroes can see them and is automatically considered to have drawn a Skip card on its next Action Card Step removing a card from a Location determined randomly but pulling a Combat Card for a color.
          d) When the KoM is down to the last Location Card, it goes into a FRENZY!!  The KoM player immediately draws one card per active Hero.  The KoM player can then.
               i) Play any or all of the cards he can against the Zone and resolve that damage immediately.
              ii) Attack any Hero or Heroes with whatever cards he can.  Follow up cards can be of any color but the initial attack must be of a color the KoM can use.  Resolve immediately.
              iii) Discard entire hand to draw one card from the Action Deck.  If a Wild card is drawn it can be placed on any of the left most positions on the Damage Location Chart with a value of 9.  If a Wild Draw 4 is drawn the Wild Draw 4 card is placed anywhere on the Damage Location Chart with a value of 9 and the KoM player can draw 4 cards from the Combat Deck and resolve damage as in steps i and ii above.

E) Clean Up Phase
  1. All Combat Decks are shuffled.
  2. Any Hero in the Hospital is now healed and ready to start next Turn.
  3. If a new Hero is being drawn from the Hall of Righteousness his model is placed there at this time.
  4. All cards on the DLC are moved to the left most unoccupied position.
This is the end of the Turn.  If the KoM has not moved into a new Zone skip the Setup Phase and move on to the Draw Phase.

Tuesday, April 2, 2013

Corellian Corvette event playtest round one.


We are working on the new scenario with our Corellian Corvette model I picked up a few weeks ago.






Pretty sweet right? Well we have some basic rules for what we want the Corvette to do.


"We count thirty Rebel ships, Lord Vader, but they're so small they're evading our turbolasers."

―Lieutenant Tanbris, during the Battle of Yavin

Here is what we came up with for our rules for the CR90.

A) Turbolasers. These things should pack a significant punch. The game generally awards bonus dice to a roll instead of decreasing dice in order to modify for difficulty. Therefore, we went with the idea of awarding the defender extra dice for defense when evading turbolasers. We did this by stating that a fighter which is evading a Turbolaser Battery a fighter gets a bonus number of evasion dice equal to the number value on its maneuver wheel. This easily reflected the speed of the fighter and its general maneuverability as opposed to the slow tracking turbolaser. Generally speaking a fighter would have anywhere from 2-8 evasion dice with the average Y-Wing getting 3-4. We also gave the defending fighter a free “focus” against any and all incoming turbolaser barrages giving each dice a 50-50 chance of success. Needless to say that made the fighters very hard to hit. The CR90 has 4 batteries of turbolasers. Two with 90 arcs to the port and starboard (Left and Right to our non-nautical members.) Two others with a 270 degree arch to the front and sides. Each battery had two attack dice. To represent the immense hitting power of the turbolaser, we simply stated that a “hit” result on the red die was automatically upgraded to a “critical” and a “critical” was upgraded to a “craft destroyed”. There was some discussion about applying a multiplier, but I left it this way for ease of play and the correlating fact that a x3 modifier would be enough to take out the hull points of just about any medium to light fighter. It also alleviates the concept of a ship suffering from x3 crits which would basically cripple the fighter to the point where it was nonfunctional at any rate. One quick question, do you think that turbolasers should be range 2-3 and not be able to hit at RB 1? Or should we simply give the defender an extra dice at RB 1 instead of RB 3 for evasion?

We were also thinking of having the jet wash from the back of the CR90 cause damage at range bands 1 & 2 in a 90 degree arc since that was a hot fix in the X-Wing video games and it just seems fun. That effectively gives the CR90 a rear firing template weapon.

B) Shields and Hull. The first concept to keep in mind is that the CR90 is not really going to dodge out of the way of Jack and/or Squat. The Evasion Dice granted to the ship merely represent the resilience of the shields and hull. The shields had 3 evasion dice as does the hull. The resolution of these evasion dice differed depending on the weapon striking it. Two weapons were determined to be “anti-Cap Ship” weapons. The Proton Torpedo and the Ion Turret. All other weapons primary and secondary were considerably less effective against the CR90. To represent this, we simply applied Focus thusly. Protons would get a free Focus at all times when striking the CR90. The Ion Cannon would get a free Focus when striking the CR90’s shields. The CR90 would get a free focus when defending against all other weapons. Also the CR90 would not have the benefit of an extra evasion die at range band 3 since it is huge and slow.

The CR90 started the game with 10 shields which were stripped fairly effectively after prolonged Proton Torpedo bombardment. I think that it worked fine even though there was some talk about shields regenerating. I do not think it was necessary at all, but that’s probably still up for debate. The shields were completely destroyed by turn 5 or the third turn after it came into range of the bombers. That was after some particularly horrid rolls on the part of the Y-Wings.

Although the Hull was never attacked (we called the game and I will explain that a little later). We assigned 3 hit locations to the Hull. Part of the reason I came up with this idea was for the particular scenario objectives. The objective being, to disable the CR90 and not destroy it. Each location has 8 Hull Points, giving the ship a total of 24 Hull Points. The Engine or rear of the ship would simply disable the ship and stop it from moving. The center of Fuselage of the ship would cause the vessel to completely break apart if destroyed. The Bridge section would cause the ship to be disabled as well but have a chance of killing the Governor (roll of a Hit or Critical on an Attack Die), which would end in a Rebel loss. Specific locations could be targeted by expending a “Target Lock” special action, otherwise hits would be randomized. Evade = Bridge, Blank = Fuselage and Focus = Engine.

C) CR90 Movement. We moved the CR90 its base length per turn. Thinking that having the ship reach the other end of the board too quickly would ruin the game. We are also discussing changing the base and have some clever ideas for that. These ideas are based on the fact that fighting across and through the CR90 was difficult and the fur ball that ensued ahead of it made it relatively impossible for it to move after a certain point. We are working on a suspension base that stands on pegs wish would allow models to move freely under the ship. The CR90 movement also gives us another tactical option of having the ship be able to escape if it is not disabled before reaching the far edge of the table.

Assessment: Along with the above mentioned questions the general assessment was that the game as set up was gravely skewed towards the Imperials. The main reason for this was that the Rebels could not focus their fire effectively enough against the Ties since they had to fire on the CR90 to reach their objectives. Suffice it to say that he Y-Wings were pretty much only combatting the CR90 while the swarm of Ties only needed to focus on the Rebel fighters. My reasoning would be that the Y-Wings are “points free” at the beginning of the game and that the X’s should be points balanced towards the Ties. Also that the Y’s should arrive as a second wave after the X’s had a chance to engage the Ties. Once the Corvette is disabled, a series of Ties can come in equal to the point value of the Y’s sans the Proton Torpedoes. That’s just me seeing who salutes.

I will follow up this post with the lists that we used for each side. It was a 260 point game all said and done. I won’t be able to give an exact listing of what was on the Rebel side since I did not make that list +James Forest did, but I will do my best to come up with a reasonable facsimile thereof.

We also have to balance the scenario. Here is what we are going to try out.

Phase 1 INTECEPTORS!

Models on the table

Imperials:

CR90 at the top left corner of the table facing diagonally.

Storm Squadron Escorts within RB 3 of the front of the CR90.

Total Squad Points: 108

Pilot: Storm Squadron Pilot
Tie Advanced (23) x4
Upgrades:
Concussion Missiles (4)x4

The Imps have just come out of Hyperspace and are heading towards the planet.

Rebel Alliance:

Green Squadron Interceptors set up at long edge within range band three of the bottom left corner of the table.

Total Squad Points: 108

Pilot: Green Squadron Pilot
A-Wing (19) x4
Upgrades:
Marksmanship (3) x4
Homing Missles (5) x4

Rebels scramble their fast attack units to draw out the enemy escort and engage them. Armed with crack shot pilots and homing missiles to mitigate the Ties superior maneuverability.

This first round is intended to get the fight going. The CR90 should pretty much be a non issue at this point since it will have little chance to hit the A-Wings and the A-Wings are not equipped to really deal with the capital ships shielding.

Phase 2 LOCK X-FOILS IN ATTACK POSITION! (Two turns after Phase 1)

Models added to the table

Imperials:

Four members of the flight school on planet and 4 members of the Elite Black Squadron move in to escort. They come in at the center of the top long edge of the table.

Total Squad Points: 132

Pilot: Academy Pilot
Tie Fighter (12) x4
Upgrades:
No Upgrades Selected

Pilot: Black Squadron Pilot
Tie Fighter (14) x4
Upgrades:
Daredevil (3) x4
Engine Upgrade (4) x4

Rebel Alliance:

4 members of Red Squadron fly in to start their run at the CR90’s shields, but unexpectedly detect escorts from the planet below. They start at the center of the table opposite the Tie Fighters.

Total Squad Points: 132

Pilot: Garven Dreis
X-Wing (26)
Upgrades:
Proton Torpedoes (4)
R2-F2 (3)
Stealth (3)

Pilot: Red Squadron Pilot
X-Wing (23) x3
Upgrades:
Proton Torpedoes (4) x3
R5 Astromech (1) x3
Shield Upgrade (4) x3

X-Wings are brought in to soften up the CR90 for the bombers and in anticipation of the likely event of support from on planet.

The Black Squadron guys are a little beefy, but it makes it so the Rebs have a little more to play with. Rebs always look much better at over 100 pts.

Phase 3 BEGIN YOUR ATTACK RUN! (Two turns after Phase 2)

At this point the Y-Wings join the party. There will be no Imperial re-enforcements at this phase. The Y-Wings begin at the bottom long edge of the table center line to wherever the CR90 is.

Total Squad Points: 128

Pilot: Gold Squadron Pilot
Y-Wing (18) x4
Upgrades:
Proton Torpedoes (4) x4
Proton Torpedoes (4) x4
Ion Cannon Turret (5) x4
R2 Astromech (1) x4


Phase 4 THEY SHUT DOWN THE MAIN REACTOR. WE’LL BE DESTROYED FOR SURE!

Once or if the CR90 is disabled additional Imperial reinforcements arrive and the Assault Shuttle comes in to board the crippled Corvette.

A fast response group of Imperial Tie Interceptors comes in to assist in the defense of the CR90.

The Ties will come on the center of the top long edge.

Total Squad Points: 96

Pilot: Soontir Fel
Tie Interceptor (27)
Upgrades:
Push The limit (3)
Stealth (3)

Pilot: Alpha Squadron Pilot 1
Tie Interceptor (18) x3
Upgrades:
Stealth (3) x3

Note that the cost of the interceptor squadron is equal to the value of the Y-Wings without their Proton Torpedoes.

The Shuttle will also come in on the center of the bottom long edge. We still need to hammer out stats for that bad boy. I would stat it out the same as a Y-Wing without the Torps and Turret. But that’s just me.