A few things ive read lately on here had me thinking. I think that as much as the core game is solid, i think many off us are looking to up the stakes.
One way to do that is to enhance the options available; counter and counter-countering your opponent to achieve victory. Thats not what this is about.
How can we add a layer of consequence. With no more complexity than the existing core rules?
My thought just now is a reverse fleet build, you deduct victory-points for the ships in your fleet. A fleet that goes for the brute power approach would have to win a defintive victory to keep it over a more frugal, economical force. Not perfect, but a though.
You get 100 points to build a fleet and if you spend more it comes out of your victory total?
Spend 200 and you have to get 3 objectives plus the surface wipe if your opponent didn’t bring exactly 100 points (like 97).
More you'd get additions/deductions for different classifications. Battleships might be a -10 destroyers might be 0 and auxilaries +5. An abstract of the risk/cost of using said vessels. Distinct from the card-cost which is caluclated on power/value
Another one to consider would be plot cards. Basically bonus vps that you could earn by achieving things in the game other than just taking and objectives.
Another one to consider would be plot cards. Basically bonus vps that you could earn by achieving things in the game other than just taking and objectives.
Almost a secret objective? "Be the first to sink a ship for an additional 10 VP" - something like that?
Another one to consider would be plot cards. Basically bonus vps that you could earn by achieving things in the game other than just taking and objectives.
I posted a thread of this yesterday maybe my phone deleted it, but maybe something like an attachment card called cargo for aux's that give you different SA's and objectives to get larger amount of victory points . You could have each cargo attachment as something completely unique and the historical possibilities are endless (supplies for North Africa, lend lease for murmansk etc)
Another one to consider would be plot cards. Basically bonus vps that you could earn by achieving things in the game other than just taking and objectives.
I posted a thread of this yesterday maybe my phone deleted it, but maybe something like an attachment card called cargo for aux's that give you different SA's and objectives to get larger amount of victory points . You could have each cargo attachment as something completely unique and the historical possibilities are endless (supplies for North Africa, lend lease for murmansk etc)
I saw that and tried to respond:
Some kind of in-game bonus would be good too. For example, if you land those fighters then for the rest of the game you can use them.
In a campaign there are many “next game” rewards that one could devise.