Tactical Command
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Slow and Steady spacecraft
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=69&t=30121
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Author:  atension [ Mon Aug 17, 2015 9:28 pm ]
Post subject:  Re: Slow and Steady spacecraft

An interesting idea though it would change a lot of things.

Author:  Kyrt [ Tue Aug 18, 2015 8:52 am ]
Post subject:  Re: Slow and Steady spacecraft

Well the obvious thing to do would be to make the change and then immediately modify all the lists with Slow and Steady (3). Or even just word the rule like "if no turn is specified, the default is turn 3".

After that, ACs would have flexibility to modify their units if they deem it appropriate. The guard and ork ships are useless, the battle barge not so much.

Author:  Kyrt [ Tue Aug 18, 2015 8:54 am ]
Post subject:  Re: Slow and Steady spacecraft

The problem is, it is modifying a core rule. Which we Do Not Do (tm).

Alternatives would be to create a similar rule with a different name, or just add a note in each unit's datasheet (the XXX is Slow and Steady, except it arrive from turn 2 onwards rather than turn 3". There aren't exactly loads of units affected.

Author:  jimmyzimms [ Tue Aug 18, 2015 12:18 pm ]
Post subject:  Re: Slow and Steady spacecraft

I'm rather conservative on rule changes, especially core ones, but I also like dials and nobs to turn. If we're saying that we're advocating Slow and Steady == Slow and Steady(3) where 3 is the turn (unless overridden in a scenario) then I'm good on that. I'm not advocating the changing of any specific ships right now but I will point out the inevitable "one-ups-manship" that is about to break out and arguments over "whose fleet is more elite so we should go first, not you" debates.

Is the goal of the exercise to add flexibility to the rules or to make the Emperor not suck? If it's the latter then there's better approaches I think.

Perhaps we should flip the script and make ship arrival be 100% a scenario rule and amend the GT accordingly?

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