Your Move Games
May 24, 2013, 02:05:30 am *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
   Home   Help Search Login Register  
Pages: [1]   Go Down
  Print  
Author Topic: Legendary units  (Read 888 times)
gull2112
Administrator
Hero Member
*****
Posts: 3342


From the RUSH faction


WWW
« on: December 27, 2009, 01:20:41 pm »

I think a fun Kingdoms build would be a "Legendary Unit".

A legendary unit would be assigned a command card (you would write the card ID# on the unit). That would be that unit's unique ability and it would act as if it always had that card's intinsic ability and a card that effected multiple units would only affect the Legendary Unit. It would not count as having played a command card so the unit could still have other command cards played on it as per the regular rules, except that it would ignore another command card of the same type played on it. The card would be withdrawn from the deck and placed by the player for ready reference and to remove it from general play.

If the unit were ever eliminated in combat or routed off the board (The horror!, The shame!) the player would lose that build. The Legendary Unit build would be an oval so you could build one each turn for a cost of two points a card. Remember that once a unit recieves legendary status the card is removed from the deck for any battle that it is participating in and that means there is an upper limit to the number of units that could have the same ability and the rest of the faction is somewhat penalized by not having access to that card.

Of course, the real advantage to this is that it is fun! Give the unit a unique name and and back story and follow its exploits from battle to battle. This allows players to really enjoy the uniqueness of a campaign game and the very real edge of loss or victory for any given battle.
Logged

"Of course, the Goblin Bombchucker is always a solution."
http://gullsbattleground.blogspot.com/
ajax98
Guest
« Reply #1 on: December 27, 2009, 09:04:56 pm »

I was considering a variation on this idea. It would be tracking the concept of what units survived and possibly glory if they survived combat during the battle.

For my idea it is also a question of how a unit might be reconstituted. Sort of like attaining "Veteran" status.

Unfortunately, not many units have the distinction of making it through many games. I favor making it rather difficult to attain "special" status.

Might be something fun to play with. Perhaps it should be an additional perk for each player without cost. Sort of like a proof of concept process.

I can easily visualize the mostly permanent card as something that can be exploited.
Logged
gull2112
Administrator
Hero Member
*****
Posts: 3342


From the RUSH faction


WWW
« Reply #2 on: December 27, 2009, 10:58:10 pm »

Quote
I can easily visualize the mostly permanent card as something that can be exploited.

I agree. I mostly was just trying to get it down on e-paper while the thought rumbled through my head. I think what actual playtesting would reveal is that some combinations of command cards and units are too good. I am thinking that what would likely happen is that certain cards would be allowed for Legendary Units and certain cards would be allowed for heroes (or individual heroes would be represented by certain cards).

I could see a certain faction card that had a really faction specific feel to it being applied to a hero and then that hero might run with a different faction and impart that factions feel to its unit. You could have a goblin slave that escaped from his Dwarven captors and now allows a unit that with which he is associated to use one of the dwarven Rune cards.

Again, just thinking while I write... Smiley

Logged

"Of course, the Goblin Bombchucker is always a solution."
http://gullsbattleground.blogspot.com/
ajax98
Guest
« Reply #3 on: December 30, 2009, 04:12:42 am »

Yes, I understand. The Dwarves would want to get back their stolen Rune.
It is an interesting aspect of BG that lends flexibility to designing scenarios, mini-campaigns and Special Events.
Logged
gull2112
Administrator
Hero Member
*****
Posts: 3342


From the RUSH faction


WWW
« Reply #4 on: December 30, 2009, 09:14:09 pm »

I also like the idea of using the command deck for special powers as it utilizes something that is already a part of the game, which limits the likelihood of something getting to out of hand.
Logged

"Of course, the Goblin Bombchucker is always a solution."
http://gullsbattleground.blogspot.com/
gull2112
Administrator
Hero Member
*****
Posts: 3342


From the RUSH faction


WWW
« Reply #5 on: December 31, 2009, 05:50:42 pm »

Wait, hold everything! Bill, call Starkist!

A legendary Unit may reroll(once!) any dice roll. The second roll must be accepted. Additionally, a command card may be played that allows another dice roll. Cost is 100 points and the unit is considered elite.

A player could reroll the attack dice, the damage dice, and any other dice rolled in a turn.
« Last Edit: December 31, 2009, 05:52:28 pm by gull2112 » Logged

"Of course, the Goblin Bombchucker is always a solution."
http://gullsbattleground.blogspot.com/
Pages: [1]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2006, Simple Machines
Valid XHTML 1.0! Valid CSS!

Bad Behavior has blocked 2547 access attempts in the last 7 days.