Quote (CyberShadow @ Oct. 03 2005,14:41) |
Also, what makes Maelstrome so different exactly? |
The command system. Officers actually matter as officers and not as superheroes.
The command hierarchy has three levels: Warlord (the overall commander representing the player on the tabletop), General (commands two or more units, a "hoste") and unit officers.
The idea is that units are capable of moving and fighting on their own, but if they are in command they can receive "orders" from the higher officers, i.e. cards with different bonuses and thus function more efficiently. Both generals and warlords have cards. General's cards affect only the unit to which they are assigned but warlord's cards affect all units commanded by the general who received the card.
This makes the game unpredictable and also very tactical, you have to plan forward for the correct moment to use the cards and yu never know what cards the enemy has.
No unit can have more than one general's card in play during a single turn, although they could be affected by a Warlord's card also.
The amount of cards a warlord or general has is dependent on his experience level.
If a unit loses its officer it can't receive any general's cards. If a hoste loses its General it can not receive any Warlord's cards or, obviously, general's cards.
The magic is handled differently in that there are no fireballs & such. Instead, magic helps the generals & warlords to better control their troops, or hinder the enemy ability to do so.
The rules system is actually the same as used in "Slaughterloo", a fantasy Naopleionics game by the same manufacturer.