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Spike1382

Commander Cards?

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 Anyone like the idea of cards for the overall commanders for battles, like Thrawn, Akbar, ect. for overall effects, squadron wide abilities, and such? This could reflect their participation in planning the action or their role as a commander in a larger battle that the engagement is part of.

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I think it'd be awesome. I want some further customization options than I've got right now. I feel like most of the upgrades are either kind of 'meh' or are auto-includes. Especially with Imperials I would love some extra options that allow me to set my force apart a bit. There's tons of great options for commanders, and plenty of room to add interesting effects or different options for force organization.

I'd rock Tarkin for sure if he were available as a commander, if not, probably Piett or Ozzel.

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I like this idea a lot.

I would be a little worried about balance though.  Often times when such a feature is added to an ongoing game, only a few of the abilities are worth the cost, or one become way overpowering.  It would be cool though to have different commander and admirals that we could play that would buff a team.

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 A fun Admiral type card would be to be able to force all your opponents to place their maneuver dials face up, so you can see their moves before you commit to yours. This would have to be discarded after using it once per game though (like a missile), or would be way overpowered. It would also have to cost an appropriate amount.

These types of effects would be easy to play test at home though without official sanction as variants, but they would be cool and add a lot of variety to squads.

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Right now, I like the idea that the upgrades seem to be gentle little touches, and this sounds interesting, but would concern me if it was anything less than subtle.  Maneuvering is still the key element in each of the games I've played, and that's how I want the game to stay.  If you employ the talents of a commander, what would an example of their abilities be, and how would they be eligible for play?  Just saying 'I'd like Commander cards' does not really tell me much.  My assumption is that they'd be simply Limit 1 per squad/build? 

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CaptainRook said:

Right now, I like the idea that the upgrades seem to be gentle little touches, and this sounds interesting, but would concern me if it was anything less than subtle.  Maneuvering is still the key element in each of the games I've played, and that's how I want the game to stay.  If you employ the talents of a commander, what would an example of their abilities be, and how would they be eligible for play?  Just saying 'I'd like Commander cards' does not really tell me much.  My assumption is that they'd be simply Limit 1 per squad/build? 

Maybe one free focus action per turn or raise a piolet skill by 2 or let a piolet that can't take skill upgrades have one. Those are just some random ideas. I am sure there are a million that people can come up with. I agree that it shouldn't be overbearing. Just a little extra flavor and a small advantage.

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 Admiral Akbar: X points

commander 

ability

ITS A TRAP! : once per turn can give an extra defense die to a ship that is being fired on from outside its front fire arc. 

Thoughts?

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I just don't see the need for, or the point of this. It's not like the fleet admiral is directing individual dogfights in a space battle.  Especially not with the speed these fights occur at.  An entire game probably lasts for a couple of minutes for the fighters involved, tops.  Probably the most the fleet commander would be involved would be to direct a certain squadron of fighters against a specific target group or enemy ship and then he'd trust them to do their assigned task.  He certainly isn't going to be on the radio to Wedge telling him to take out Howlrunner, etc…

I'd much prefer to see cards/upgrades stay limited to things that are actually on the playing surface.  Admirals and Generals are very rarely capable of micro-managing all the various portions of a battle.

Jim

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Emrico said:

I just don't see the need for, or the point of this. It's not like the fleet admiral is directing individual dogfights in a space battle.  Especially not with the speed these fights occur at.  An entire game probably lasts for a couple of minutes for the fighters involved, tops.  Probably the most the fleet commander would be involved would be to direct a certain squadron of fighters against a specific target group or enemy ship and then he'd trust them to do their assigned task.  He certainly isn't going to be on the radio to Wedge telling him to take out Howlrunner, etc…

I'd much prefer to see cards/upgrades stay limited to things that are actually on the playing surface.  Admirals and Generals are very rarely capable of micro-managing all the various portions of a battle.

Jim

I agree.  I wouldn't mind seeing something such as 'Squadron' cards, and if you build your team a certain way you may get a special slight benefit reflecting that squadron's 'personality'.  It would have some general prerequisites, and then provide a bonus that they may not otherwise be eligible for.  This would not be cheap, though.

 

 

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CaptainRook said:

 

I agree.  I wouldn't mind seeing something such as 'Squadron' cards, and if you build your team a certain way you may get a special slight benefit reflecting that squadron's 'personality'.  It would have some general prerequisites, and then provide a bonus that they may not otherwise be eligible for.  This would not be cheap, though.

 

Now this, I think would be very cool!

Jim

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It was one of the few things Mechwarrior:  Age of Destruction got right in my opinion.  It rewarded you for building something towards a theme.  I think HeroClix now does this, somewhat, too.  Granted, we don't really have that cobbled-together problem of a collectible game that has dozens of factions, but it'd be nice to see getting a reward for building an 'Escort Flight' or 'Combat Air Patrol' or even just getting a bonus for all the pilots being from the same squadron. 

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Hardrainfalling said:

so what squadrons would you go for ?

Rogue squadron

181st

Red squadron

bomber wave?

interceptor squadron?

Some of them would be like that, and perhaps some would be more organic based upon their role.  So you would see a Bomber, Interceptor or Superiority Flight alongside the more obvious Rogue, 181st, etc.  I would like the abilities to reflect their similar training or cohesion in subtle but masterful brush stroke. 

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 While I like the idea to a degree, I don't think it will or should be implemented. That being said, if it were to happen this is how I envision it working. You would pick a Commander/Squadron Card before the game which would have 2 stats common to all such cards, and a unique ability. The first stat would be Initiative. The higher initiative commander/squadron in the game gives their squad initiative…not point build. The second stat would be a build total modifier. So to throw a random, poorly thought out example on the table…. "Grand Admiral Thrawn. Initiative 10. PB -7. Superior Tactics: You may wait until the beginning of the combat phase to perform any number of available actions. Fluff: Thrawn was an opponent to be feared for his ability to do more with less in any engagement."

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KarmikazeKidd said:

 While I like the idea to a degree, I don't think it will or should be implemented. That being said, if it were to happen this is how I envision it working. You would pick a Commander/Squadron Card before the game which would have 2 stats common to all such cards, and a unique ability. The first stat would be Initiative. The higher initiative commander/squadron in the game gives their squad initiative…not point build. The second stat would be a build total modifier. So to throw a random, poorly thought out example on the table…. "Grand Admiral Thrawn. Initiative 10. PB -7. Superior Tactics: You may wait until the beginning of the combat phase to perform any number of available actions. Fluff: Thrawn was an opponent to be feared for his ability to do more with less in any engagement."

Honestly, I think that's even more powerful than I'd want.  I'd almost prefer the card just be one free floating action or something to that effect.  

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 I, for one, really like this idea. I don't think it should be used in tournaments, but that's alright because I think a lot of games are being played just for fun. This mechanic would be a neat optional rule that can affect gameplay in ways that aren't possible with normal upgrades, particularly because they should be global effects or effects that only target one fighter per round, or something.

I agree that commander cards should do relatively small things. The example of letting one fighter take a free focus action is a good one. You could also modify commander abilities by requiring a die roll to see if the effect happens or not.

Finally, I think it would be interesting if different commanders had different squad-building costs, so including a commander actually takes up part of your 100-point squad.

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I am inspired by this idea, I think ill work on a custom for each side, lets say ackbar and thrawn. Gimmie a bit and lemme see what i can come up with.

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Ok heres what i came up with. Play test em and tell me what should be adjusted. The cost might be a bit high or too low for one thing.

SPECIAL RULES

These cards play to table where your other pilot cards play but are NOT legal targets. Think of them as commander effects. The action on these cards is usable by your ships AS ONE OF ITS LEGAL ACTIONS. So for example Vader would be able to use Thrawns action on top of his 2  actions, unless he used a barrel roll this turn. SO for Thrawn its basically a free barrel roll action to the imps, for Ackbar the ship using that action takes 2 face down hits but basically gets a free critical hit on its target. So its like sacrificing your shields for a crit, which could be a fair trade off.

Anyway enjoy!

Ackbar1.png

Thrawncopy.png

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I can justify most of the Pilot Abilities in the game, because of the personas of the pilots themselves.  I can't find an explanation, at all, why having some Admiral that is removed by three chains of command would make me better at a barrel roll.  

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Anyway yeah just tryin to come up with actions that can be used by the pilots to make the mechanic of the commanders work, so far i am liking it and cant wait to play test it. I choose thrawns because i think the free barrel roll action will make the imps much harder to deal with. After all he is Thrawn, not everything has to be super technical. Its for fun so enjoy it :) If u dont like them hey they r customs u dont gotta play em lol. Like i said this is just what i came up with. Plus I think these would be meant to be played with 100 pt games. Not small games.

Just made another 2 commanders. Admiral Drayson and Admiral Piett, I think they can play well against each other. Remember these ones arent stating that they r free actions, So these ones would be your ships action similar to using a marksmanship upgrade.

 

Draysoncopy.png

Piettcopy.png

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Those are some neat ideas, Yagyu. I think they may be a bit more powerful than I was imagining. How about these ideas for Ackbar and Thrawn:

 

Admiral Ackbar: once per round, if an enemy ship is in the firing arc of an enemy attacking one of your ships, roll one attack die against the first ship.

 

Grand Admiral Thrawn: For the duration of this game, your ships count as obstructions to your enemies.

 

Ackbar's ability is basically a starfighter version of the Ackbar Slash. Thrawn's ability is adapted from his defensive move where he has the top of the capital ship provide cover for the fighters. In this case, it's fighters providing cover for other fighters.

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