Perhaps the bonus is equal to the turn number that it is activated on?stubby wrote: Warhead had an idea a couple years back about Great Leaders who could make a big speech to have a permanent effect on their entire army, but they could only do it once per battle so you had to choose wisely. I really like this idea, but haven't figured out how to set up the system to reward players who save it for an appropriately crucial moment instead of blowing it on turn 1 for a generic damage bonus or something.
BW 2010 feedback
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Re: BW 2010 feedback
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A mind without purpose will wander in dark places
Re: BW 2010 feedback
I thought about that, but it encourages a delaying game, which is definitely something I don't want. It's better to base it on the number of your own minifigs killed; that encourages Great Leaders to push their luck.
Natalya wrote:Wtf is going on in this thread?
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Re: BW 2010 feedback
Off map attacks:
Must be made by a player standing a reasonable distance away using one of these

Must be made by a player standing a reasonable distance away using one of these

BFenix wrote:Coolest 1000th post everSilent-sigfig wrote:![]()
Re: BW 2010 feedback
That is awesome! Or "bombardments" require you to underhand toss some Lego piece from a distanceSilent-sigfig wrote:Off map attacks:
Must be made by a player standing a reasonable distance away using one of these
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Re: BW 2010 feedback
Perhaps there should bean experimental section in the rulebook? Things could be dumped there for testing...
My keboa5rd =isn't wo5rk=ing ve5ry well at the moment... Exc6use any m=istakes =in my ty-p=ing.(T5r6ust, me =it can get a lot wo5rse than th=is)
Re: BW 2010 feedback
I struggle to even have time to put all the finalized stuff in the rulebook, much less the experimental bits. But we have a forum for that http://brikwars.com/forums/viewforum.php?f=6CaptainZebra wrote:Perhaps there should bean experimental section in the rulebook? Things could be dumped there for testing...
Natalya wrote:Wtf is going on in this thread?
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Re: BW 2010 feedback
I see that you removed the penalty for parry and riposte because of the slightly different way close combat works now.
If I understand correctly any time the opposing unit is attacked by the active unit he can decide to use up one of his counters/hands to parry. Then if he has any counter/hands left the opposing unit can strike back in a counter attack which the active unit can decide to parry if he likes to.
If so than this feels a lot more streamlined then what we had before and also feels more easy to track. It also adds a great dynamic of how you are going to spend your counters. Is the active minifig going to use his second hand weapon to block the opposing minifigs counter attack or is he going to safe it to make a second attack.
Also If I understand correctly the main difference between bailing and withdrawing out of close combat is that bailing is done on your opponents turn and leaves you disrupted while withdrawing is done on your own turn leaving you active to do what ever you want. Ignoring is simply withdrawing with out the movement right?
Just asking questions to make sure some of the new text conveys its message correctly.
If I understand correctly any time the opposing unit is attacked by the active unit he can decide to use up one of his counters/hands to parry. Then if he has any counter/hands left the opposing unit can strike back in a counter attack which the active unit can decide to parry if he likes to.
If so than this feels a lot more streamlined then what we had before and also feels more easy to track. It also adds a great dynamic of how you are going to spend your counters. Is the active minifig going to use his second hand weapon to block the opposing minifigs counter attack or is he going to safe it to make a second attack.
Also If I understand correctly the main difference between bailing and withdrawing out of close combat is that bailing is done on your opponents turn and leaves you disrupted while withdrawing is done on your own turn leaving you active to do what ever you want. Ignoring is simply withdrawing with out the movement right?
Just asking questions to make sure some of the new text conveys its message correctly.
stubby wrote:You were inb4beluga.
Re: BW 2010 feedback
All of that is exactly correct. So far I'm really enjoying the changes to counters in close combat; they seem like small details but they make everything so much easier to keep track of.
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Re: BW 2010 feedback
Yes I absolutely agree, it feels very simple but still has quite some depth in the choices you can make.
I have another question after rereading chapter H.
EDIT: I also noticed that on the riders statscard it says that he has an armor of 3 but in the combat example with Solo Jones and the Black Rider it says that the Black Rider has an armor value of 1d6-1 because he is a rider.
I have another question after rereading chapter H.
Does this mean that when you attack a rider both the horse and the rider can attack the active unit in return the one after the other, or does this mean that when you attack a rider the rider can parry and the horse can attack back.In Close Combat, a skilled Rider and Horse are so closely bonded that they fight as a single unit. They can Counter for each other when attacked, making them especially deadly against melee attackers, since an attack on one draws Counters from both.
EDIT: I also noticed that on the riders statscard it says that he has an armor of 3 but in the combat example with Solo Jones and the Black Rider it says that the Black Rider has an armor value of 1d6-1 because he is a rider.
stubby wrote:You were inb4beluga.
Re: BW 2010 feedback
The rider can parry and the horse can attack back. They're treated as a single unit with all of their combined counters.*CRAZYHORSE* wrote:Does this mean that when you attack a rider both the horse and the rider can attack the active unit in return the one after the other, or does this mean that when you attack a rider the rider can parry and the horse can attack back.
I need to get rid of those completely. 3 and 1d6-1 are both dumb amounts for armor; I should stick with the default 4 for minifigs.*CRAZYHORSE* wrote:EDIT: I also noticed that on the riders statscard it says that he has an armor of 3 but in the combat example with Solo Jones and the Black Rider it says that the Black Rider has an armor value of 1d6-1 because he is a rider.
Natalya wrote:Wtf is going on in this thread?
Re: BW 2010 feedback
I like the specialties for Great Leaders.
I'm waiting excited for the chapter 10. Squad combat will be very important for me.
I'm waiting excited for the chapter 10. Squad combat will be very important for me.
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Re: BW 2010 feedback
Wait, you don't want to roll for each soldier in your army?Kaplan wrote:I'm waiting excited for the chapter 10. Squad combat will be very important for me.

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Re: BW 2010 feedback
I dig the Leadership specialties. I'm not inclined to make speeches, though. Reminds me of the Imitate Bela Lugosi card in Munchkin Bites. At first, the embarrassment and awful impersonations were funny but the joke quickly wore thin and pretty soon all that passed was a tired rendition of "I vant to suck your blood." No one laughed and play moved to the left. Don't mind the inclusion of ridiculous speeches in the rules, however. Hopefully, it'll inspire someone to get creative. As to the mechanics, I like the whole tradeoff theme you have running through the rules now.
Re: BW 2010 feedback
fix'd*CRAZYHORSE*, 9/10/2010 wrote:PS: Chapter 7: Structures is still called special creations in the contents bar at the top of the page
Other updates:
So I've moved Ossum and Bennies back over to The Spirit of the Game at the tail end of Chapter 1, since they seems more essential compared to the otherwise-skippable fluff in MOC Combat. Kanon and the Beige Karpet etc. remain in MOC Combat.
Close Combat in chapter 5 got rearranged a bunch. No new rules, but a bunch of stuff from sidebars got moved into the main text or otherwise rearranged.
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Re: BW 2010 feedback
The new combat layout feels more streamlined and looks cleaner
My keboa5rd =isn't wo5rk=ing ve5ry well at the moment... Exc6use any m=istakes =in my ty-p=ing.(T5r6ust, me =it can get a lot wo5rse than th=is)



