Round 1 and Guiding Principles

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Re: Round 1 and Guiding Principles

Postby Brad85 » Wed Nov 06, 2019 11:39 am

Well I think it will be the flame grenades
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Re: Round 1 and Guiding Principles

Postby Tom » Wed Nov 06, 2019 12:53 pm

Something I just found on Yaktribe I like the sound of. Rather than outright banning chosen Tactics cards, how about when the scenario tells you to choose a card you draw 3 randomly and pick one to keep?
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Re: Round 1 and Guiding Principles

Postby Ray » Wed Nov 06, 2019 1:04 pm

Tom wrote:Something I just found on Yaktribe I like the sound of. Rather than outright banning chosen Tactics cards, how about when the scenario tells you to choose a card you draw 3 randomly and pick one to keep?


I like that.
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Re: Round 1 and Guiding Principles

Postby Dave » Wed Nov 06, 2019 2:16 pm

Yes sludge sea, sorry.

Happy re the tactic cards selection, consider that implemented.

Territory selection summary:

Ray - Fighting pit
Tom - Needle ways
Brad - Promethium Cache
Dave - Sludge Sea
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Re: Round 1 and Guiding Principles

Postby Tom » Wed Nov 06, 2019 10:12 pm

Note that you get 1xp bonus per kill from the Gang Moot scenario on top of the regular kill xp.
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Re: Round 1 and Guiding Principles

Postby Dave » Wed Nov 06, 2019 10:21 pm

So you do, well spotted.
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Re: Round 1 and Guiding Principles

Postby Tom » Thu Nov 07, 2019 6:33 pm

Speaking of captives (as we were in the other thread). One of the big issues with sentry missions is that the attacker gets their entire gang while the defender gets a mere 5 to start with, encouraging the attacker to crush them with weight of numbers before reinforcements become a factor. Maybe we should try limiting the attacker as well? That might encourage some actual stealth gameplay instead.

Picking a random number... if the defenders get 5 the attackers could have 6? Then they have a small advantage to start but reinforcements could quickly swing it back.

Can you tell I've been browsing Yak forums at work...
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Re: Round 1 and Guiding Principles

Postby Dave » Fri Nov 08, 2019 2:23 pm

I think it’s worth looking at. It’s interesting that rescue mission is exclusively Sector Mechanicus now, maybe that will have an impact?
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Re: Round 1 and Guiding Principles

Postby Dave » Wed Nov 13, 2019 5:12 pm

Alternative way to generate scenarios by using cards. Once played it is discarded and cannot be played again until all missions have been played through. This prevents spamming one mission that favours a particular gang type or build. Example reference table:

A - Stand Off (SM*)
2 - Looters (SM)
3 - Ambush (SM)
4 - Border Dispute (SM)
5 - Sabotage (SM)
6 - Caravan Heist (SM)
7 - Tunnel Skirmish (ZM**)
8 - The Trap (ZM)
9 - Forgotten Riches (ZM)
10 - The Marauders (ZM)
Jack - Sneak Attack (ZM)
Queen - Smash and Grab (ZM)
King - Ghast Harvest (SM or ZM lowest rated gang’s choice)
Joker - Either Escort Mission or use as a “reset deck” mechanic.

Any problem with this approach that I have not foreseen? Is everyone happy with this approach?

*Sector Mechanicus
**Zone Mortalis
Last edited by Dave on Wed Nov 13, 2019 7:53 pm, edited 1 time in total.
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Re: Round 1 and Guiding Principles

Postby Tom » Wed Nov 13, 2019 7:25 pm

One deck per player or for the whole campaign?
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