Tactical Command http://www.tacticalwargames.net/taccmd/ |
|
Experience for units in campains http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=12450 |
Page 1 of 1 |
Author: | Pettan [ Sun Apr 27, 2008 8:43 pm ] |
Post subject: | Experience for units in campains |
I have seen the experience system for titans and other units that can be used for campains. I would like some input how it worked for them. Was it too hard to get the points? I havent used it myself but for me it seems really nice and would add a flavour for a campaign system with a story. Where you have to move your army on a map and meeting other armies that might very well be bigger than yours. Why are all battles fought with forces of exactly the same size. ![]() /Pete |
Author: | primarch [ Mon Apr 28, 2008 12:41 am ] |
Post subject: | Experience for units in campains |
Hi! Haven't really used it to comment in any worthy manner. From what I have heard second hand it was flavorful and a nice addition, although bookkeeping is required. Primarch |
Author: | zap123 [ Mon Apr 28, 2008 2:23 am ] |
Post subject: | Experience for units in campains |
We played a long league-style campaign using the experience rules when TL first came out. It was relatively simple to use, being similar to player progression in Blood Bowl. After a while there were some pretty over the top Titans out there though....I had a pair of Phantoms that were virtually unstoppable by about game 4, though my third one almost always died each game. Some of them got so bad people were putting bounties on their heads and player were not even thinking about winning the battle, just going all out to kill the experienced titans. |
Author: | primarch [ Mon Apr 28, 2008 2:27 am ] |
Post subject: | Experience for units in campains |
(zap123 @ Apr. 27 2008,21:23) QUOTE We played a long league-style campaign using the experience rules when TL first came out. It was relatively simple to use, being similar to player progression in Blood Bowl. After a while there were some pretty over the top Titans out there though....I had a pair of Phantoms that were virtually unstoppable by about game 4, though my third one almost always died each game. Some of them got so bad people were putting bounties on their heads and player were not even thinking about winning the battle, just going all out to kill the experienced titans. Hi! Hehe, I can see that happening. I think when TL came out and we used some of those rules we experienced the same "phenomenon". I wonder if making experience for titans steeper or making a "pre-requisite" structure would be better. I assume in your view non-titan skills are better/balanced? Primarch |
Author: | zap123 [ Mon Apr 28, 2008 7:54 am ] |
Post subject: | Experience for units in campains |
I was pretty happy with the rules...it was relatively hard to progress past the first skill and quite simple to keep track of. The one upgrade that meant the good kept getting better was the "Princeps eject system"....once you had that you basically couldn't lose any skill based upgrades. This was a bit dangerous in the hands of the Eldar as they got some really good ones (better holofield saves, Dodging barrages IIRC), as opposed to the Imperials who seemed to get better physical upgrades....which you lost if the titan was destroyed. Now, those were the days when a Phantom with 2 Pulsars and 2 Lascannon wings cost 600 points and a Warlord cost 900 regardless. Given the improvements with NetEpic the old rules might work beautifully, but you'd really have to crack 'em open and give it a playtest or four. I guess you could look at experience rules for other units too, but I'd think it could get cumbersome fast. |
Author: | Pettan [ Mon Apr 28, 2008 8:20 pm ] |
Post subject: | Experience for units in campains |
I thought that Primarch was the man with the plan, or the man that made the plan = rules ![]() Found some in incoming issue 2 if anyone is interested. /Pete |
Author: | primarch [ Tue Apr 29, 2008 3:57 am ] |
Post subject: | Experience for units in campains |
(Pettan @ Apr. 28 2008,15:20) QUOTE I thought that Primarch was the man with the plan, or the man that made the plan = rules ![]() Found some in incoming issue 2 if anyone is interested. /Pete Hi! After 12 years doing this, I am frequently lost as to "where" that plan is..... ![]() Many things get lost within the confines of my hard drive. ![]() Primarch |
Author: | primarch [ Wed Apr 30, 2008 1:30 am ] |
Post subject: | Experience for units in campains |
Hi! After much mulling over this after 12 years, I've come to the conclusion that I like the original TL rules for titan experience. One reason that it works on accruing VP's to gain Titan "honors". It takes quite a while to accrue this way. The first at 10 VP, the other at much, much higher values. An ace for example needs 240VP's! The other is that skills are obtained at random. I may modify the table to make it less likely to "choose" your own. I like the random part to it. Also, you MUST pay a higher cost to field such a titan (except in a REAL campaign, which you don't). I will add to this skills for Tau, Squats and Slann to complete the list. All this will be added to the optionals book. Derived from this will be "honors" for the rest of the epic units. They will be divided into skills for: 1. Infantry: CAF increases, better saves, attack dice range etc. 2. Cavalry/bikes: same as above 3. Vehicles: Better armor, weapons 4. Artillery: shoot and scoot, better accuracy, etc Units that "break" lose their skills, since new recruits will "dilute" the veterans skills. This means it will be much harder for these units to accrue honors, but we can reflect this with a progression that requires less VP's for a honor. I'll post more concrete things when I produce them. Primarch |
Author: | Pettan [ Fri May 02, 2008 2:46 pm ] |
Post subject: | Experience for units in campains |
I like the random part of the rewards/skills aswell. Otherwise you will see more or less the same rewards every time. With eldar titans charging and hipshooting in FF. Units that "break" lose their skills, since new recruits will "dilute" the veterans skills. It will be really hard to keep the skills. Perhaps its better that you loose the skills if you loose something like 75%. 50% isnt that much in a battle. you dont actually loose all the units that were actually killed in the battlefield (if I remember correctly) Some just need mediacal help, a tank just needs to be repaired and so on. If a unit has a upgrade they will likely draw more fire on themselves aswell making it even harder to "keep" them if the break point is used to decide if they can keep their skills or not. Furthermore Squats will have an advantage there aswell because of their stubborness. Perhaps they pay for that advantage with their cost though.... In the end.. Just a couple of thoughts... /Pete |
Author: | duz.holger [ Fri May 02, 2008 3:47 pm ] |
Post subject: | Experience for units in campains |
some of you have my mega wars rules from the journal back in the 90's there is a comprehensive rule set for unit XP |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |