Need Help for Stealth Rules

Rules questions, suggestions, and discussion

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Postby pesgores » Sat May 02, 2009 6:38 am

tahthing wrote:
pesgores wrote:
tahthing wrote:well the steathed units camofrge would only be for 1 enviroment so the colour should not change.


But then there's autocamo.


whats that??


Go play Metal Gear Solid 4 and you'll find out.
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Postby IVhorseman » Sat May 02, 2009 11:45 am

*CRAZYHORSE* wrote:Rayhawk already made stealth rules that work fine : http://www.brikwars.com/downloads/cards/scout.jpg


The issue here isn't about rules for stealth so much as it is about players still being able to see an invisible unit, even if their troops can't.

Honestly? It shouldn't be a problem. If you're the kind of person who's going to metagame in the worst possible way, you probably shouldn't be playing Brikwars.
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Postby Tzan » Sat May 02, 2009 1:31 pm

Stealth Rules:


1.


2.

3.









4.

5.

Rule number 3 was a bit long, but really needed the extra explanation.
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Postby IVhorseman » Sat May 02, 2009 8:12 pm

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Postby Rayhawk » Sun May 03, 2009 1:59 am

Best stealth rules so far. I may actually add these to the book.
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Postby tahthing » Sun May 03, 2009 6:04 am

I've got rules for them too
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Postby tahthing » Sun May 03, 2009 6:06 am

my rules:
1give yourself a pat on the back for finding this
2a steath unit can't be seen
3this is an example
4read rules 1 and 2
5purple elephants are not steath units and never will be
6im bored
ops sorry for double post.
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Postby Smifery » Sun May 03, 2009 6:47 am

OK, stealth is pretty much covered, but what about infiltrating enemy ranks?
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Postby Arkbrik » Sun May 03, 2009 8:35 am

Simple, you make a secret note about which enemy trooper is really your guy. Then you can reveal it at any time by replacing it with your assassin.
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Postby Tzan » Sun May 03, 2009 11:14 am

:D
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Postby IVhorseman » Sun May 03, 2009 3:16 pm

I've seen some games where instead of having to specifically say that a certain unit is a spy, you get to simply pick a guy on the other team, and declare "that guy was a spy this whole time". It could only be used once, and took the logic that a spy on the other team would move himself into the position he was in, all according to plan.

Now, as to how that could be BALANCED is another issue, but I think that it's probably the easiest and funnest way to have spies.
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Postby Tzan » Sun May 03, 2009 4:49 pm

I like that one.

If using CP just make him cost double (minimum). Because you are taking away a unit from the enemy, making your spy cost double takes away 1 unit cost from your side. Your spy is off the table until he reveals himself. He can only show up in a unit that costs less than the base cost of the spy.

Of course if you don't use CP... then thats just chaos! and balance isn't needed.

I suppose you could have a Double Spy game. Each side gets a hidden spy for free.
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Postby Rayhawk » Sun May 03, 2009 4:54 pm

It'd probably be based around a CP limit. I spend +X extra CP, and that's the maximum CP cost (including weapons) of the unit that I'd be allowed to replace. This would best be revealed to the other player beforehand, so they could look through their ranks and do some math and spend the whole game being paranoid.
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Postby Tzan » Sun May 03, 2009 5:05 pm

Paranoid is good.
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Postby IVhorseman » Sun May 03, 2009 7:19 pm

Rayhawk wrote:It'd probably be based around a CP limit. I spend +X extra CP, and that's the maximum CP cost (including weapons) of the unit that I'd be allowed to replace. This would best be revealed to the other player beforehand, so they could look through their ranks and do some math and spend the whole game being paranoid.


That sounds perfect. You can replace any individual minifig that costs 4 less points than you spent on your secret spy, and then you just spend as many points as you want to risk for a spy.
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