Post by soldado on May 12, 2015 14:31:02 GMT -5
So I've been using the Gruntz cards for activations and they work fantastically for most situations.
So I thought I'd share some of the ideas I've had about their use and wondered if you guys have tried similar things or found other ways to do stuff.
I play that the cards are blind assigned, so most of what is below is based on that assumption.
Commanders special actions.
1) Normally when you activate your commander you can give one or both of his/ her actions to other squads. But how do you handle this when all activations are random?
I didn't want to lose this trait entirely in the games I've been playing so I thought the following was a reasonable house rule:
The commander can issue orders to Squads and non vehicle specialists that have not yet activated, these orders are resolved immediately before moving to the next card.
2) Transports and the transported
Simple really, The player gets to choose which of the 2 cards is assigned to the Transport and which to the squad inside. disembark/ dustoff actions etc are done to a point where the squad is on the ground then before they continue to do anything they have wait until their card turns up.
3) Waxed markers, suppression and condition brown.
In the rule book it states that you should wait until all shooting against a squad is resolved before taking the suppression/ CB checks. This can be a little difficult if squads are activating randomly, what I've been doing here is that when squads gain waxed tokens they either take the suppression test when they activate that turn and before they do anything or at the end of the turn (whichever comes first), this can lead to squads taking more than one test each turn but I didnt find any other way that seemed to work.
now something a bit more random
4) Big games.
Recently I played a large game with 4 players with 400 points each, lots of squads, specialists, vehicles, mechs etc. way to many units to do blind assignment for or indeed to assign a card per unit it would just take way to long.
So what I did was one card per 2 units (odd number of units was rounded up). All 4 players then turned their top card over with players activating in highest - lowest order. The controlling player would then choose from his pool of unactivated units which 2 to activate, we soon learned that activated squads needed to be marked after a number of accidental double activations. Other wise this worked as normal until it came to the jokers. With the jokers It seemed appropriate that the controlling player wasn't in so much control at this point so the players with the highest card values on that phase would choose (one each) which units were affected by the joker card. The controlling player then does his available actions with those units.
What do you guys think, anything I should be doing differently or what am I doing blatantly wrong, feed back please.
Soldado
So I thought I'd share some of the ideas I've had about their use and wondered if you guys have tried similar things or found other ways to do stuff.
I play that the cards are blind assigned, so most of what is below is based on that assumption.
Commanders special actions.
1) Normally when you activate your commander you can give one or both of his/ her actions to other squads. But how do you handle this when all activations are random?
I didn't want to lose this trait entirely in the games I've been playing so I thought the following was a reasonable house rule:
The commander can issue orders to Squads and non vehicle specialists that have not yet activated, these orders are resolved immediately before moving to the next card.
2) Transports and the transported
Simple really, The player gets to choose which of the 2 cards is assigned to the Transport and which to the squad inside. disembark/ dustoff actions etc are done to a point where the squad is on the ground then before they continue to do anything they have wait until their card turns up.
3) Waxed markers, suppression and condition brown.
In the rule book it states that you should wait until all shooting against a squad is resolved before taking the suppression/ CB checks. This can be a little difficult if squads are activating randomly, what I've been doing here is that when squads gain waxed tokens they either take the suppression test when they activate that turn and before they do anything or at the end of the turn (whichever comes first), this can lead to squads taking more than one test each turn but I didnt find any other way that seemed to work.
now something a bit more random
4) Big games.
Recently I played a large game with 4 players with 400 points each, lots of squads, specialists, vehicles, mechs etc. way to many units to do blind assignment for or indeed to assign a card per unit it would just take way to long.
So what I did was one card per 2 units (odd number of units was rounded up). All 4 players then turned their top card over with players activating in highest - lowest order. The controlling player would then choose from his pool of unactivated units which 2 to activate, we soon learned that activated squads needed to be marked after a number of accidental double activations. Other wise this worked as normal until it came to the jokers. With the jokers It seemed appropriate that the controlling player wasn't in so much control at this point so the players with the highest card values on that phase would choose (one each) which units were affected by the joker card. The controlling player then does his available actions with those units.
What do you guys think, anything I should be doing differently or what am I doing blatantly wrong, feed back please.
Soldado