Quelqu'un a suivi ça ?Test 1 – Playbooks no longer wrap
By far and away the hardest concept to explain to a new player. Its simple enough of a rule but its quite hard to communicate logically and eloquently.
I expect this to throw up a number of models/teams that will need rebalancing as they rely on wrapping more than other teams, but looking past this then this change should make it a) easier to understand how to resolve playbook results (thereby reducing the word count in the rulebook) and b) force players to make harder decisions as to a single result…no more cake and eating it too.
Test 2 – Ganging Up / Crowding Out Capped (to +/- 1)
The trouble with being stuck on the wrong side of a Ganging Up situation is when you activate that model to try and extricate them, the Crowding Out stings you in the tail…this leads to an imprisonment style gameplay which is an NPE if you have no exit strategy. Additionally, with a strict +/- 1 limit it should be fractionally quicker to parse the game-state and work out the final bonus/penalty, most times this will be from a glance.
I expect this to make it a little harder to cage a mini and conversely, a little easier to extricate a mini should it get into a back position. Additionally, I hope a longer-term benefit will be spreading out of models as there’s less reasons to bunch up now.
Test 3 – Influence Pool
“At the start of the turn, each model on your team generates their standard amount of INF, which is then added to a central pool. Any player can spend INF from this pool during their activation, up to their maximum INF stat, leaving any influence spent on the model. The actions and types / costs of influence spend remains the same.”
If playbooks wrapping is the hardest thing to explain, seeing new (and experienced) players misallocate Influence at the beginning of the turn and discovering it during play is the most common observation. It requires a big block of knowledge of your team, the opponent’s team, and parsed against the current game state to formulate a decent ‘turn plan’ and allocate effectively. I don’t mind this so much, but it’s the timing of discovery and being locked into a turn once you’ve realised that leads to a negative play experience.
I expect this to develop new decisions as each turn progresses. I’m looking forward to new strategies as to whether you burst a lot of INF early to get an alpha strike, or go for late turn INF dominance. New opportunities should arise if a player fluffs an attack and is forced to spend extra INF for example. This change should be fascinating.
Test 4 – “Put Me Back In Coach!” (modified)
“When a model suffering the taken out condition is activated, this model may immediately remove the taken out condition and return to the pitch as if it were the Maintenance Phase.”
No more lost activations (or lost INF using original system) leading to activation advantage. Does away with the need for a tacked-on ‘Pass token’ system elegantly.
I simply expect this to soften the impact of losing a model early in a turn but it should also mean that you don’t end up with models you are frightened to put INF on to when allocating (obviously Test 1 changes this aspect too).
(Optional) Test 5 – Goals = 3VP
As an optional element to try out, how does reducing the VP’s gained from scoring goals affect the key strategic and tactical decisions during the course of the game?
fan de la 2eme et 3eme proposition
(pour la 1... je me rappelle d'un jeu ou le wrap donnait des bonus aux dégats tout simplement)