What house rules do you use for campaign scenarios for new singles like Hoss or Hoax?

By player641485, in Tannhauser

Just interested in knowing how you play 'em.

At least in Daedalus, it's blatantly obvious Hoss' teleport will make a mockery of the entire campaign (as basically it would any CTF) while if Hoax stays invisible while carrying that's completely off the rocker too.

We've so far even made Hoax become visible whenever she takes an action to complete an objective as well - she seems too powerful otherwise, especially against the Germans.

Haven't played against her in objective mode with the Germans yet, but have used her against opponents as the Union.

One solution I suggested was her becoming visible only if there is an enemy character on the same path when she completes and objective, opens a crate etc, but regardless of that the "clones" would be removed. That, instead of completely becoming visible every time.

So how do you play them? Other characters can put other scenarios out of whack as well.

well we use slightly different than printed rules for Hoax, but not because of imbalance. I think it's a good idea for each side to have their 'secret weapon' character. We made changes because there were grumblings on some parts. pretty convoluted rules for just 1 item, but we like them. basically had to make rules that made sense in order to play with her and have fun.

still can't counterattack her ever. invisible models can move through opponents freely.

TO BECOME INVISIBLE:

- spend action. choose 1 of 3 opaque tokens i have, numbered 1-3 on one side that correspond to the numbered bases of the invisible hoax models. place this token face-down on character sheet (on illustration area), then other 1-2 tokens at the top of the sheet. place the visible hoax model on the token on the picture - this token represents the TRUE Hoax. The others, the FALSE ones. place the 2-3 invisible models on the board as normal.

WHILE INVISIBLE:

- an invisible hoax model may not be targeted by attacks or abilities.

- An invisible hoax model is revealed when:

  • any time on a smoked path circle
  • an enemy character moves adjacent to an invisible model (no bull rush necessary)
  • an invisible model takes successes to defend against or is to take an automatic wound
  • hoax declares an action

- to reveal:

  • show whether the number on the base corresponds to a false or true hoax.
  • if FALSE, the invisible model is simply removed from the board (along with token) and the enemy character resumes turn as normal, the successes are ignored, or hoax's action is lost (we play that player must remember the # w/o referring to hidden tokens - if this ever happens, it's a system malfunction :)
  • if TRUE, replace the invisible model with the visible model, and remove all other invisible models from the board. The enemy may continue turn if spotted, Hoax rolls shock roll against the splash damage, or hoax continues her turn if result of controlling player.

- on activation, each model can move full movement points

- ACTIONS (always verify that it is the TRUE hoax declaring the action - actions declared by FALSE models are lost.) What happens to Hoax after the action depends on the Action:

  • Attack w/ Pistol or Automatic & Capturing a Flag: Reveal Hoax, Action, Hoax remains visible afterwards
  • Attack w/ H2H, Throw Grenade, Search Crate, Pick Up Item, Complete Objective: Reveal, action, Hoax becomes invisible again automatically, as normal, after the action

- there CAN be only 1 invisible Hoax remaining on the board.

- Hoax cannot become invisible while carrying a Flag (or other large item, such as a wounded Hero)

now for Hoss, we've gotten to the point where he can't be fielded in CtF-type games until we do something with Chronograph, because it's just not fun anymore. Taking the idea that diversionArchitect i beleive posted that Heizinger's crystal skull can be used 1 time per turn, but if heizinger loses, he sufferes wounds (which we like MUCH better), i have 4 ideas:

if Hoss loses the mental duel (which, keep in mind, is unlikely usually):

Hoss' activation ends AND either:

A. The opponent may teleport Hoss to any space on the board he chooses.

B. Hoss loses his next activation.

C. Hoss is removed from play. He may re-enter as a reinforcement would on following turn(s).

D. Chronograph breaks. It cannot be used for the remainder of the game (still takes up space in inventory).

going to play a few games this weekend and go with the combination that gives a negative effect as equally devastating as the powerful existing effect as possible. But since this item is powerful against their own stosstruppen, may have to go with say if natural 1 is rolled, hoss [negative effect], so it's not just when he loses. we'll see.