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Post by Mr. Harold on Feb 8, 2015 22:41:16 GMT -5
I'm starting on the writing of the first free supplement for SpecOps - Using Dropships/VTOLs.
My biggest concern is that if one side has a VTOL/Dropship then the other side needs a way to take it down.
Now, soldiers (once they start to advance) can buy missile launchers, but I'm not sure that's going to be enough. I'm thinking that a more abstract system would work better. Something where the VTOLs can drop off the troops (or exfil them) but can only loiter for a turn or two before they risk being blow up (needing a new mission, and possibly handing the enemy a victory). This would introduce an element of how long do I let my VTOLs loiter before telling them to leave, a risk vs. reward which is always fun.
I'm also thinking if one side bought a VTOL, the other side would get the same number of points to spend on MANPADS, Off-table SAMs, their own VTOLs, interceptors, etc. Basically a separate point pool for both sides. The bigger the VTOL, the bigger the enemy response.
I would have different VTOLs to start based off what I sell: Aurora, Sparrowhawk, Raven, Condor. What do you folks think? Any suggestions/ideas?
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Post by baldlea on Feb 9, 2015 7:10:49 GMT -5
I like the idea of the separate points pool. That way, the VTOL player gets to use their toy without obliging their opponent to change their own figures or unit design.
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Post by soldado on Feb 9, 2015 14:59:51 GMT -5
An Escalation/ mission points pool would be an interesting idea either the players get to choose from a small selection of options based on the specifc mission and its gone at the end, you could even randomize what choices you get by dice roll against a table such as 1 heavy transport, 1 medium transport and a light support or 2 light transports an a light support ( this seems excessive but you get the idea right? ).
Alternatively you just get a set amount of points to bring on transports or defenses of your choice.
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