Brikwars CTF
Posted: Wed May 15, 2013 3:22 pm
For the past couple sessions, the group I play with has been trying to figure out a good way to do a Capture the Flag-style game with Brikwars. Play is on a roughly 20"x30" board, peppered with cover (we tried a 20"x50" board first, it took way too long to get to the other side. Both teams get a set of 11 pre-made figures inspired by TF2 and other places. A team uses 8 of them at a time, they respawn a full turn after they die, and may swap to an unused fig when the fig is set to respawn. Spawn points are on the corners of the board (each team gets the two closest to their flag), the flags are on the middle of the shorter side, 2" away from the edge, and if the flag is dropped, it stays in that spot.
I think I've balanced the classes against each other; the last game we had, noone had a massive advantage due to choosing the 'right' classes. The problem we ran into is that not once has someone able to actually capture the flag. Everyone keeps dying without getting close. The one time someone was able to even touch the flag, he was immediately cut down. The carnage was awesome, which would have been perfect for a regular game of Brikwars, but CTF kinda needs someone to survive long enough to move the flag. My next thought is to set up the board wider than it is long, preventing recently-spawned figs from being able to instantly respond to a carrier, allowing for a wider variety of routes across, while still keeping the flags a somewhat short distance apart.
I imagine someone has successfully ran a CTF style game in the past. What hurdles have you encountered, and how have you dealt with them? Or, is CTF simply a style of gameplay too difficult to adapt to a turn-based strategy game without a fog of war?
I think I've balanced the classes against each other; the last game we had, noone had a massive advantage due to choosing the 'right' classes. The problem we ran into is that not once has someone able to actually capture the flag. Everyone keeps dying without getting close. The one time someone was able to even touch the flag, he was immediately cut down. The carnage was awesome, which would have been perfect for a regular game of Brikwars, but CTF kinda needs someone to survive long enough to move the flag. My next thought is to set up the board wider than it is long, preventing recently-spawned figs from being able to instantly respond to a carrier, allowing for a wider variety of routes across, while still keeping the flags a somewhat short distance apart.
I imagine someone has successfully ran a CTF style game in the past. What hurdles have you encountered, and how have you dealt with them? Or, is CTF simply a style of gameplay too difficult to adapt to a turn-based strategy game without a fog of war?