![]() ![]() ![]() I wish more people had a chance to play Lew Pulsipher's Hastings 1066 (difficult to do unless you picked it up through Kickstarter) because that brings out the "outrageous fortunes" of using dice to resolve combat, with sometimes drastic and dramatic consequences. You can also experiment with one-shot-only rules, as well as craters of a larger size - the shooting player chooses to annihilate the target square and any three of the squares adjacent to it, for example.Īgain, it seems like the addition of dice changes the tenor of the game significantly. Its placement could be both offensive and defensive in nature. In this case, the Mortar creates a smoking crater. This is similar to questccg's ideas of varieties of terrain. When a spot has three tokens on it, anything within is utterly destroyed and the space becomes inaccessible to land units. Add a token to the spot targeted at the start of every turn (even if the shooter has since lost control of the Mortar, as the token indicates the target and the shell is already airborne). What I think would be interesting is if instead of using dice, use a counter on the spot on the board targeted. Your two-shot rule is interesting, but a unit packed in among others has no chance to survive if they are surrounded, since a second mortar attack is a guaranteed hit. The interesting thing to me about the Mortar is that it provides players with an additional command point of which they'll want to maintain control at all times (unless you implement an ammo limit, of course). But how does that make sense? And is there any ammo limit? Except for the Bomb and Flag, which are somehow immune. The disadvantage is that it doesn't tease out any units. The advantage to the Artillerist in particular is that it likely encourages quick movement to opponent territory. If you're cool with that, then sure, give it a try! It could be a pretty frantic and tense skirmish. But personally I think these two types of units change the flavour of the game dramatically, so much so that it's like this has become a completely different game. It reminds me of the Cannon from BattleMasters. Personally I think having a lot of these on the board would be over-powered, since in my view the Spy plays this role when in a savvy player's hands. If used in place of bombs, then it might be okay. If you don't play to those strengths, then sure: the 9 is useless. You could make the argument that the 9 can be used to reveal your opponent's army, to provide for red herrings and bad guesses. I wouldn't consider them as complete replacements but rather the beginnings of a game that has a completely different focus. What do you think?Ī couple things come to mind about your changes. Artillerists and Suicide Bombers count as 10. If the number is lower than the difference the stronger unit wins. If two unlike numbers meet, subtract the lower number (stronger unit) from the higher number (weaker unit). If two like numbers meet, both are destroyed.Ģ. If the number exceeds the Manhattan distance between the mortar and the opponent, the enemy unit is destroyed. Roll a d10 and subtract 1 for every unit in between the mortar and the unit under fire. Destroy a targeted unit if he has not moved since he was targeted. They are like Artillerists except that they can target any enemy unit regardless of line of sight.Ģ. Note that either team can use a mortar, including the opponent's. Taking the mortar involves destroying the unit in the square. Have no effect unless a unit is sitting in that square. Squares with mortars are identified at the beginning of the game by placing a marker on the square. If the number exceeds the Manhattan distance between him and the opponent, the enemy unit is destroyed. ![]() Fire on an enemy unit within line of sight. Destroy any targeted unit if it is still within line of sight. Target a single enemy unit within line of sight.Ģ. Note that he is not identified when this action takes place.ġ. Loses to any enemy unit entering his square.Ĭan take one of two actions on his turn in addition to move. When any enemy unit first enters his cell or vice versa, both units are destroyed. Note that this will require that a d10 (0-9) be added to the set. I'm pondering a variation of Stratego which involves replacing some of those useless 9's with some of the following pieces.
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