From General Games facebook page, so they deserve the props for these.
Objectives
Conditions
Deployment
From General Games facebook page, so they deserve the props for these.
Objectives
Conditions
Deployment
Nice!! This are the best pictures of the cards. Great find!
I remember them saying there are 4 of each of these in the core set so we've still got 1 more Deployment card to see.
Like it! Rapid reinforcements reminds me of Armada's Hyperspace Assault objective.
The missing deployment card has the short table edges as deploy zones. I just can't remember how deep each zone was.
What are the numbers on the deployment zones for?
1 minute ago, Icelom said:What are the numbers on the deployment zones for?
I'd guess they are the length of each side in standard range lengths.
2 minutes ago, ABXY said:I'd guess they are the length of each side in standard range lengths.
Thanks that makes a lot of sense.
1 hour ago, Patteous said:I remember them saying there are 4 of each of these in the core set so we've still got 1 more Deployment card to see.
At 1:03:46 of the Alex Davy video you can see the last Deployment Card. It is Range 3 from the Short Edges and is name "Long March" according to Alex in the video.
10 hours ago, Icelom said:What are the numbers on the deployment zones for?
Well the game comes with a range stick that's used for measuring distance to a target; it can be broken down into 4 sections. I surmise that this will be used as well during deployment preparation.
I think I like the idea of "Key Positions" the best. It would mimic a great battle to claim a strategic position with defenders either dug in on it to dislodge, or both going for it at once. I think having a defending side dig into the key position would be more fun, but also give one side a major advantage. You'd have to level the playing field somehow.
On 9/8/2017 at 9:23 PM, manoftomorrow010 said:I think I like the idea of "Key Positions" the best. It would mimic a great battle to claim a strategic position with defenders either dug in on it to dislodge, or both going for it at once. I think having a defending side dig into the key position would be more fun, but also give one side a major advantage. You'd have to level the playing field somehow.
My First thought would be splice together reinforcements/ Key positions. Make the defenders have less units to start with but more reinforcements to come later
Give the defenders 3 units to be put aside for reinforcements (maybe something like 1 trooper and 2 non trooper groups, if non trooper group is not available then you use a trooper group instead)
And give the attackers 1 unit to be put aside for reinforcements
Edited by Sk3tch