Campaign Cards - Updated Again (See first post) 06-27-07

Concidering all I gotta do is plug my portable HD into either my laptop or desktop right now and take a look at it... ;) These cards are ment for the bigger ones...
 
Hiromoon said:
Level 3: Overwatch = Long range aircraft / maybe a satilite, +3 to dice rolls for deployment.

Of course, there might be additional rules to these....

And the enemy will have cards available to them too.. like interceptors or so on which cancel out cards.

Maybe a counter-card for satellite above- "Debris from a PLA anti-sat test has gutted your recon-sat for the length of the balance of the game" and have the US player be able to use it on the PLA player. :lol:
 
Clear!

This is still an ongoing project.... and here's the latest creation:

CampaignCardBootsontheGround.jpg
 
Hiromoon said:
Any comments on the rules?

I'm liking what I'm seeing.

How about a:

"WTF, over?!" card. One of your own offboard reinforcements (determined at random) rushes onto the board from your opponents side. You get to set them up, but your opponent gets to perform their first action (cannot be used to move offboard).
 
Sorry Hiro, It's kind of hard for non-playtesters to give much solid feedback as we've not seen the campaign rules as you have.

The cards look good and the concepts make reasonable sense though.
 
I know. But until we can see how the actual flow of the campaign rules work, its hard to say if the bonuses/penalties are fair.
 
Hiromoon said:
True...

There's some hints here

http://www.mongoosepublishing.com/pdf/bfepre2.pdf

Argh thats just nasty..... What bonuses do elevated firing position give you? This is something we have talked about in our games as we have a couple of tall buildings we often use....

Please Please just tell us what this one rule is....... (Or just PM me and I promise not to tell anyone :wink: )
 
Got another couple for you.

Prepared Positions.
Level 1.

Your infantry is well dug in, they have considered the terrain and taken full advantage of it. 1 Unit of infantry may re-roll all shooting 1's (you can't re-rell re-rolls) for the game.

You must have a Forward Operations Base under your control.

Discard after use.

Feilds of Fire.
Level 2.

Your infantry have had time to prepare, Firezones have been setu and carefully considered and marked. All units of infantry can re-roll 1's generated in shooting attacks (you can't re-roll re-rolls) for the game.

You must have a Defensive base and FOB under your control.

Discard after use.


Wall of lead.
Level 3.

Your infantry and dug in and waiting for your oppoents to arrive. Multipul fire zones have been mapped out, ammunition has been stock piled, your troops know the ground like the back of their hands. All infantry units may re-roll any shooting dice they wish for the game (you may not re-roll re-rolls).

You must have Difficult Terrain, DB and FOB under your control.

Discard after use.
 
wall of lead sounds a bit to powerful to me, what if u could apply re-rolls to certain buildings (that only your troops can gain advantage from) so lvl 1 gives you one prepared posistion(building) and level two gives you two buildings and so on ??
 
mallymoocow said:
wall of lead sounds a bit to powerful to me, what if u could apply re-rolls to certain buildings (that only your troops can gain advantage from) so lvl 1 gives you one prepared posistion(building) and level two gives you two buildings and so on ??

Yeah it is powerful, but is it more powerful than gaining an extra unit of armour? It is only infantry that gain the re-rolls, maybe it could be limited to all weapons that don't have specail fire rules (in otherwords rifles)... Not sure what do other people think?
 
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