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Post by dijit80 on Aug 21, 2010 12:20:03 GMT -5
I've been thinking that it would be nice to play larger multi crew games, two crews vs two crews. SO I've got a question - would you make each crews Dr/morale independant of each other, or find some way of combining them? I thought the first, but with an additional modifier that if one of the two crews routs then the remaining crew suffers a permanent -1 modifier. How does it sound? I've also noticed that AE-WWII seems to have larger 'crews' or detachments, but the profiles seem the same, could the organisations be used in Bounty to give larger crews or am I barking up the wrong tree? Thanks, Duncan
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Post by macnam on Aug 21, 2010 12:59:21 GMT -5
I think I'd leave their DR modifiers entirely independent of one another. Maybe not wholly realistic, but if you give one crew a penalty when another withdraws or is wiped out, you're really penalizing some forces and hardly bothering others. Pirate crews are shaky enough at the best of times, any additional penalty will hurt them badly. By contrast, Bounty Hunters will be least affected by an allied crew bailing. Among other things, that's going to encourage people to shoot up the higher-DR models first so that when they're eliminated their weak sister allies will topple like ahouse of cards.
More specifically, I think I'd make all members of one crew Apathetic toward other crews. That way they're neither taking penalties nor gaining the benefit of commanders in the other force.
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Post by dijit80 on Aug 21, 2010 13:34:44 GMT -5
hmmm, interesting points. You're more than likely right of course, taking out the quality troops would make the scum run, though isn't it like that in real life? But I think you're probably right on the whole.
I'd thought that for two pirates crews, you could maybe field the second crew with a First Mate instead of the captain, but the captain can command both crews. Though the problem is command is going to start getting spread too thin, unless people are careful.
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Post by macnam on Aug 21, 2010 14:50:32 GMT -5
hmmm, interesting points. You're more than likely right of course, taking out the quality troops would make the scum run, though isn't it like that in real life? But I think you're probably right on the whole. Depends on how integrated the different crews are, I guess. If they're close allies or part of the same larger organization (eg squads in a platoon) then yeah, losing the A Team should make everyone else shaky. If they're just allies of convenience who don't normally work together and don't really trust one another, then watching the other crew get shot up should just get a smile. That could work, but I'd definitely link the DR penalties on the two crews if they can affect one another with Command and Get Up & Shoot. You're right about DR issues with a multiple-crew Pirate group, especially if you use only one Captain - but you could get around that by taking a Natural Leader Hero Quartermaster or two, which would give you more leader figs on the table.
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Post by abbysdad on Aug 21, 2010 20:23:18 GMT -5
Someone has been peeking at our notes.
We are working on these and other rules to be released in the near future for advanced campaign options. You're right in that dealing with multiple crews is not quite straight forward, some crews might not care what happens to another crew, others, like pirates, might be very concerned if things start to go badly for the other crew.
For the time being, borrow the battlefield command feature from AE-WWII and nominate one of your models with command (you should definitely take one in a two crew game!) to have a 24 inch range for the ability. As for drive losses, play based on the story behind your game. Or just keep the drive losses separate for now.
Also, when using multiple crews on a side, you activate multiple models each time to keep play moving quickly. For example, say you and a friend are each playing with two crews on one side. During each sides activation, two models would be activated instead of one. If three crews per side were being used, three models per side each time, and so on.
Let us know what you think about playing the game with multiple crews.
Cheers,
Chris
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Post by macnam on Aug 21, 2010 21:39:06 GMT -5
Someone has been peeking at our notes. No, just done a lot of playtesting for skirmish games over the years. There are certain inevitable commonalities. Units there, not models, but it's obvious what you meant. I'm not sure about that one - losing initiative is bad enough in normal games, it may become too important in a multi-crew situation if there are multiple activations per exchange, especially if you're sharing DR loss effects between crews. At the very least you should have to activate one unit from each crew per exchange, which will lead to larger crews taking longer to complete all their activations - and prevent players from activating all their best stuff first. Consider a hypothetical 2-crew game where one side is composed of a two-man crew and a large crew - they shouldn't be able to activate the entire two-man crew as their first activation while the other group sits idle.
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Post by dijit80 on Aug 22, 2010 2:30:18 GMT -5
At the very least you should have to activate one unit from each crew per exchange, which will lead to larger crews taking longer to complete all their activations - and prevent players from activating all their best stuff first. Consider a hypothetical 2-crew game where one side is composed of a two-man crew and a large crew - they shouldn't be able to activate the entire two-man crew as their first activation while the other group sits idle. Yes that seems very sensible. It could be possible to builde in a feature, to give larger crews a fighting chance were if one side has 'x' more units than the other, they could activate 2 units on the first activation. This would mean that poor quality troops could get the upside on high quality troops. I had a similar activation system in a rule set I produced (still really WIP - crimsondusk.webs.com/crimsondustrules.htm), but there each model had equal numbers of AP, so the problem isn't quite the same. Two Two man crews going up against two pirates crews, would have a serious advantage that shouldn't be ignored. (if you need people to try anything you've got mind I'm a willing volunteer) Duncan
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Post by dijit80 on Aug 22, 2010 8:42:54 GMT -5
For the time being, borrow the battlefield command feature from AE-WWII and nominate one of your models with command (you should definitely take one in a two crew game!) to have a 24 inch range for the ability. As for drive losses, play based on the story behind your game. Or just keep the drive losses separate for now. Just got my hands on AEWWII, and can't seem to find anything on Battlefield command, where do I find it?
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Post by abbysdad on Aug 22, 2010 9:57:28 GMT -5
It's in Over the Wire issue #1. It has the rules for multiple detachment battles.
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Post by dijit80 on Aug 22, 2010 12:07:24 GMT -5
Great thanks for the heads up!
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