Flags

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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IVhorseman
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Re: Flags

Post by IVhorseman » Tue May 29, 2012 2:24 pm

What about when there's more than two teams?

I think this is a great way to encourage aggressiveness, but I personally hate the idea of dividing up the table into separate "bases" and territories. I think it encourages more jockeying for map control and other various fucking around instead of just employing the time-honored strategy of "kill the dudes".

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Re: Flags

Post by stubby » Tue May 29, 2012 2:40 pm

IVhorseman wrote:What about when there's more than two teams?
If you're closer to his side of the table than your side of the table, then you're in his territory. If it's closer to three other guys' starting positions than to yours, you get the bonus for all of them.

You could send off a random dude into the hinterlands for jockeying purposes, but the 1d6 benny you get (or the 1d6 enemy benny you prevent, depending) is mechanically less valuable than having a dude in position to take action. Taking a dude out of action for a benny's sake is a losing game, mathematically.

It's possible to create units that are less valuable than a Benny, but it's pretty easy to design against them - say (for instance) that only standard minifigs count for jockeying. No Vermin, no Heroes, no civilians, it has to be normal non-Specialists.
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Re: Flags

Post by IVhorseman » Tue May 29, 2012 2:52 pm

stubby wrote:
IVhorseman wrote:What about when there's more than two teams?
You could send off a random dude into the hinterlands for jockeying purposes, but the 1d6 benny you get (or the 1d6 enemy benny you prevent, depending) is mechanically less valuable than having a dude in position to take action. Taking a dude out of action for a benny's sake is a losing game, mathematically.
I'm not sure if this is entirely true - let's say I've got a gunner team with a size 3 machinegun: having an extra d6 of skill for even one shot is tripled in it's damage output, and all I've got to do is plop some po-dunk minifig on the other side of their wall. Or let's say I applied that benny towards range and rolled a bunch of sixes: all of the sudden I'm in range and able to make a big arcing shot against all your guys.

Ideally this would be for streamlining the process of being in ur base and killing ur doodz. Maybe the benny can only be used by the fig in the opposing base? I'm still pretty against declaring anything as territory of sorts though - I always liked brikwars for not fucking around with that kind of stuff.

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Re: Flags

Post by stubby » Tue May 29, 2012 3:14 pm

Territory's maybe the wrong word - it's not like you own it. It's just a placeholder for "I am moving more aggressively than you and therefore I have the initiative." "Even though I am in a castle, I'm making a sortie and attacking you in the field so I have initiative." "While you were digging trenches and dragging along in your coward armor, my guys are rushing forward and rearing to fight so I have initiative." For most purposes I'm picturing it as a flag posted in the middle of the battlefield and the first player to pass it gets a minor buff.

Maybe a better way of saying it than "initiative" is that one player is on the offensive while the other is on the defensive. This is BrikWars; offensive behavior gets bonuses.
IVhorseman wrote:I'm not sure if this is entirely true - let's say I've got a gunner team with a size 3 machinegun: having an extra d6 of skill for even one shot is tripled in it's damage output, and all I've got to do is plop some po-dunk minifig on the other side of their wall. Or let's say I applied that benny towards range and rolled a bunch of sixes: all of the sudden I'm in range and able to make a big arcing shot against all your guys.
I'm thinking this is only going to be settled in playtesting - I'm imagining all the different scenarios in which you're getting your machinegun in position and landing minifigs behind enemy lines before the enemy has had time to meet you in the center of the battlefield, and they still sound a lot like "I am pressing the assault harder and faster than you."

If you're spending your d6 on the gamble that you're going to roll a bunch of sixes - I've got no problem with that. The majority of the time it'll fail, and you'll waste the d6. If you manage to keep doing it long enough for it to succeed once, then your enemy had plenty of turns to move close enough that the extra range doesn't matter, and if he didn't then he deserves what he gets.
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Re: Flags

Post by Zupponn » Tue May 29, 2012 3:35 pm

stubby wrote:This is BrikWars; offensive behavior gets bonuses.
Fuck you.
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Re: Flags

Post by stubby » Tue May 29, 2012 3:58 pm

stubby wrote:
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Re: Flags

Post by Zupponn » Tue May 29, 2012 5:03 pm

I think we both earned Almighty Bennies. :D
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Re: Flags

Post by IVhorseman » Wed May 30, 2012 1:10 pm

stubby wrote:I'm thinking this is only going to be settled in playtesting.
SO IT IS SAID

SO IT SHALL BE




Most of the people I play with lo-o-oove to abuse rules (A friend once tried to fudge one of her regular minifigs about double their movement and up over a wall in one turn), so I'm pretty stoked to turn this over to them.

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Re: Flags

Post by stubby » Wed May 30, 2012 1:49 pm

I know I sound stupid reiterating points I already made, but the important thing with this one is that you have to use the Benny on the same turn - you can't rush one guy forward and then save the Benny for later when the rest of your troops to catch up and get into position to make use of it. I think that makes a big difference in how easy it'll be to abuse the rule.
Natalya wrote:Wtf is going on in this thread?

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Re: Flags

Post by Keldoclock » Fri Jun 01, 2012 4:17 pm

That's great! You'll see at least one "forward team" of most likely a scout/sniper in each game, and this pleases me.
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Re: Flags

Post by IX_Legion » Sun Jul 01, 2012 7:52 pm

I like these, I'll have to test them out.
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Re: Flags

Post by LivingRaccoon » Tue Aug 07, 2012 5:25 pm

Updated the flag section. You guys have some great ideas though!
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Re: Flags

Post by Predator » Wed Aug 08, 2012 1:58 am

But...You can't juggle the flag anymore... :( (Rules are great though, great for a TF2 style battle.)
stubby wrote:I am planning a twist that may be relevant. I'm introducing a special new class of Benny - I haven't got a name for it yet, working title Situational Benny - but they're Bennies you get in special circumstances that you have to use right away or they disappear at the end of the turn. Their most important function is to punish turtling and slow play (and giving players a Damage boost they can use against Armored enemies), and it goes like this:

At the beginning of the battle, divide the battlefield into "territories" for each player. If it's a flat open field, plant a marker in the middle; his half of the table is his territory, your half of the table is your territory. If it's a fortified position, then everything inside the walls is defender territory, everything outside is besieger territory. Now here's the twist: any time you have forces inside the other player's territory and he doesn't have forces inside yours, you get an automatic Situational Benny to use against him that turn.

War Banners can take advantage of the same mechanic - if you're holding a Banner in enemy territory (your own or anyone else's), you get another Situational Benny (regardless of where the enemy's Banner and forces may be). It's a system for encouraging aggressive play.
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