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Post by bubbacleese on May 2, 2011 16:07:20 GMT -5
One last quick question - game turn initiative. Does anyone use the +1 DRM per previous consecutive game turn that you did not win the initiative?
Turn 1 (straight dice off) and you win. Turn 2 I get a +1 to my roll, but you still beat me. Turn 3 I get a +2 to my roll, and shoot, you still beat me. Turn 4 With a +3 to my roll I finally win the initiative. Turn 5 you get a +1
Thus only on game turn 1 there will be no DRM. We find this helps with games which can get a bit one sided from never winning the initiative. I'm not saying CB suffers from this, I'm just curious if any of you do this?
Bubba Cleese...maybe this should have been in another thread.
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Post by warchariot on May 2, 2011 22:33:27 GMT -5
Have not used it with CBF. The Flag role gives you a plus and some factions get a bonus...ie Cyborgs in MvM have a +1 always.
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kashre
Lieutenant Commander
Posts: 110
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Post by kashre on May 3, 2011 2:49:22 GMT -5
That is an interesting idea... I think it does kind of water down factions/ship-roles with init bonuses though.
I might try it anyway, since we generally have not used a lot of Flagships anyway.
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Post by fastgit on May 3, 2011 13:54:15 GMT -5
It is an interesting idea... and one we've not used. As it is, we've altered the Flag role, somewhat, giving it more of a MvM character: the flagship role can be combined with other roles (think: battlecarrier). As such, each side typically has at least one. This may offset that tendency...
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Post by bubbacleese on May 4, 2011 16:15:05 GMT -5
It is something I picked up from Might & Reason by Sam Mustafa. I agree it may not really work with CB as you have your bonus for being a Flagship, but we do get good use out of it for various other games which could be damaged by someone rolling hot for initiative all game long. The more a game breaks down the turn sequence into individual steps that sides alternate the less need you have of stopping the one sided always goes first.
Plus the more a game has individual steps and alternates forces of movement / action by unit the less need there is. Like CB Capital ships each side, then Escort ships each side...
In my PMG Ancients I have three main phases: Artillery Missile Everyone Else
Both sides must complete Artillery before moving to Missile. Both must complete missile before moving to everyone else. I have sub-divided each of these three phases by the lowest number of that type unit for one side being the number of rounds that phase has. If you have six inf/cav units and I have four there will be four rounds. I move one, you move two in round 1. I move one, you move two in round 2. Then in rounds 3 and 4 with both move one each.
This eliminates most of the you and your whole army stand still while me and my whole army moves around on the board, then shoots you, then your remove any dead. Now with just your survivors move and shoot back. It just is not realistic or given to real strategy, by having just one or two units moving and it is your choice as to which ones you really have to think it a good plan...in my opinion.
Bubba Cleese
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