BW 2010 feedback

Rules questions, suggestions, and discussion

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Re: BW 2010 feedback

Post by IVhorseman » Sun Jun 30, 2013 3:00 am

Pretty much everything about squads is the same, except that officers are a little different (gives everyone in squad 1d8 skill so long as it is part of a combined group action), and that it never costs an action to form or break formations

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Re: BW 2010 feedback

Post by The Shadowscythe » Sun Jun 30, 2013 5:10 am

Oh fuck I just realised something.

We are now closer to the brikwars 2010, 5 year anniversary edition than to the 2010 rulebook being released.

:wtc:
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Re: BW 2010 feedback

Post by Mashurface » Sun Jun 30, 2013 5:26 am

Thanks dudes, much appreciated
The Shadowscythe wrote:Oh fuck I just realised something.

We are now closer to the brikwars 2010, 5 year anniversary edition than to the 2010 rulebook being released.

:wtc:
Yeah...that one threw me too. Maybe if nothing else it's time to rename it Brikwars n=year+1 edition?
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Re: BW 2010 feedback

Post by R4m3N » Wed Jul 10, 2013 12:09 am

Is there a way to download the unfinished version of the rulebook 2010? Because I searched and I didn't find.
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Re: BW 2010 feedback

Post by dilanski » Tue Aug 20, 2013 4:44 am

A quick suggestion for the 2010 :lol: rulebook. Add in FAQ, 'Tips', charts & Common Homebrews sections at the end. The FAQ would probably be about 2 A4 pages, and just contain the contents of this sub-forum, things that don't deserve full entries and mostly clarifications. The Tips would be shorter, simple things like this, anything that is 'out of the ordinary' in wargame 'tactics'. Tables section is self explanatory, preferably on a single page. Lastly the Common Homebrews should just be a quick distillation of the more common house rules, such as 'short-hand' explosives, hit-points, 2001 extracts, etcetera.
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Re: BW 2010 feedback

Post by stubby » Sat Aug 31, 2013 8:44 pm

R4m3N wrote:Is there a way to download the unfinished version of the rulebook 2010? Because I searched and I didn't find.
Nope.
dilanski wrote:A quick suggestion for the 2010 :lol: rulebook. Add in FAQ, 'Tips', charts & Common Homebrews sections at the end. The FAQ would probably be about 2 A4 pages, and just contain the contents of this sub-forum, things that don't deserve full entries and mostly clarifications. The Tips would be shorter, simple things like this, anything that is 'out of the ordinary' in wargame 'tactics'. Tables section is self explanatory, preferably on a single page.
I've been adding in this kind of stuff in little inline advice boxes, but I don't think I've uploaded that version yet. Tables are planned as soon as I finalize more tables.

So here's my NEW IDEA. I call it That Escalated Quickly. As soon as someone gets First Blood, you put an Escalation d6 on the table, with the "1" face up. From that point forward, at the beginning of each of the First Blood player's turns, you increase the number by +1 until you hit a maximum of +6.

The number on the Escalation Die is added to every Skill and Damage roll from that point forward. This makes getting First Blood even more of an advantage, and it also accelerates the pacing and makes turtling less effective as a long term strategy.
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Re: BW 2010 feedback

Post by Rev. Sylvanus » Sat Aug 31, 2013 10:13 pm

The escalation bonus is accessible by all players?
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Re: BW 2010 feedback

Post by Gungnir » Sun Sep 01, 2013 12:14 am

stubby wrote: The number on the Escalation Die is added to every Skill and Damage roll from that point forward.
I would assume so.
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Re: BW 2010 feedback

Post by IVhorseman » Sun Sep 01, 2013 4:32 am

Rev. Sylvanus wrote:The escalation bonus is accessible by all players?
Yes, as long as they score first blood for their team. Once everyone's made a kill and joined the club, it all cancels out.

Jesus I love it.

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Re: BW 2010 feedback

Post by Rev. Sylvanus » Sun Sep 01, 2013 6:09 am

IVhorseman wrote:
Rev. Sylvanus wrote:The escalation bonus is accessible by all players?
Yes, as long as they score first blood for their team. Once everyone's made a kill and joined the club, it all cancels out.

Jesus I love it.
The way I'm reading it, the escalation d6 is now becoming a permanent ticking "counter" that adds a bonus to all skill and damage for all players until the end of the game.
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Re: BW 2010 feedback

Post by Tzan » Sun Sep 01, 2013 11:53 am

This needs to be clarified.

6. It kills a fig, this is First Blood. It places a 1d6 on the table, 1 is up.
ONLY the First Blood player gets the benefit of +n on every Skill and Damage roll.
The die is advanced one number at the beginning of its turn.
At the beginning of a turn, if the die is already a 6, it is removed from play and the bonus is no longer used.
It puts on the lotion.

7. There is no seven.

8. The Turtling player shoots one of his own men in the head to gain the First Blood / Escalation die, thus ensuring Turtle Power FTW.

9. Number 6 could be wrong.

2010 Rules wrote:The Instant Benny of First Blood is awarded to the first player to make a kill, even if it's against his own troops, to encourage bloodthirst.

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Re: BW 2010 feedback

Post by stubby » Sun Sep 01, 2013 12:45 pm

Oh yeah, I forgot I allowed First Blood against your own team. Hmm.

Anyway, Escalation is for everyone, not just the First Blood player. The game just speeds up and gets more deadly while stuff like cover and heavy armor gets less relevant. I'm trying to think of different ways to handle the pacing of escalation to see if there's something I like better.
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Re: BW 2010 feedback

Post by IVhorseman » Sun Sep 01, 2013 12:56 pm

I'd suggest adding it to armor rolls too (so that once everyone's gotten a kill the values all cancel out), but I feel turtlers would just kill one of their own guys off immediately for this. Which is lame.

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Re: BW 2010 feedback

Post by Silverdream » Sun Sep 01, 2013 2:01 pm

My suggestion is to rename it. That escalated quickly is a meme, and memes become dated and annoying quickly.
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Re: BW 2010 feedback

Post by Falk » Sun Sep 01, 2013 2:09 pm

What if you modified it that each turn you kill a minifig, the die gets +1. Otherwise, someone could kill a fig and then turtle the rest of the game. This way he would have to attack each turn or weaken himself by killing a minifig of his own.
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