This thought came into my head and I had to put it down.
So when the time comes to name Deck G. Can it be called "Fair Winds & Following Seas" ?
I am making the assumption this is the last deck the Forumini is willing to make.
And if I remember, this is what sailors say to those that have passed on.
It would be nice send off.
I don't like the defeatism. I feel like even if the Forumini starts fading, whoever is left can still do it. The more historically oriented gamers among us could certainly name dozens (if not hundreds) of units that we'd still love to see on cards.
Ahoy, the 4 first developmemt cards are up in the Set G subforum. Your input is greatly valued.
The development period is 28 days, after which we'll review feedback and finalise the card. And the next, commander, allied, axis or neutral unit will be released to development comment.
Development will proceed with free discussions until -a obvious consensus is reached -an impass is reached -discusions stall Ill then step in to manage things a bit. Either by polls, suggestions or what ever is needed.
This thought came into my head and I had to put it down.
So when the time comes to name Deck G. Can it be called "Fair Winds & Following Seas" ?
I am making the assumption this is the last deck the Forumini is willing to make.
And if I remember, this is what sailors say to those that have passed on.
It would be nice send off.
I don't like the defeatism. I feel like even if the Forumini starts fading, whoever is left can still do it. The more historically oriented gamers among us could certainly name dozens (if not hundreds) of units that we'd still love to see on cards.
I guess so....I remember my fantasy and Weeds decks on the old forumini. I have made a "Deck Z" that originally was suppose to have sister ships but has turned more into 80 reprint/20 new
Erwin Rommel - "Give me American supply lines, British planes, German officers and Canadian troops, and I can take over the world".
Many sister ships. Other nations not started, India, South Africa, Persia, Manchukou which all had hull 2 at least and saw action in WW2. Some more “operational” variations for those ships that need that boost.
Weve got 6 topics open presently, Decision for tribal class destroyer. Decision for suffren class cruiser Finnish icebreaker with a hard to spell name An Argentine cruiser A RAN Carrier An aussie commander.
Ahoy, ive today posted the next 2 commanders for the development process. I accelerated this, as we will need to play test to determine the cost/value of these new card types.
We've got 3 commander cards that are going to need playtesting once theyve reached an approved draft. One Australian, one German , one French. They'll need playtest against each other abd against a fleet without a commander. Giving a few play options.
Hector Waller - Australia 1939 Cost: 6(estimate) Flag 1
Commander (Required): This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is removed from play.
Flagship 1
Veteran Destroyer Commander: If this commander is attached to a destroyer and that ship would be destroyed, roll a die. On a 4 or higher, destruction is prevented and the destroyer remains in the game with 1 hull point.
Aggression: If the number of enemy units in local or adjacent sectors is greater than the number of local or adjacent friendly ships. Local and adjacent destroyers and cruiser roll 1 additional die when making anti-air or main gunnery attacks. Abilities that give additional attacks can't be used with this ability
Potshot: The unit this commander is attached to is immune to mines.
Philippe Auboyneau - Commander - France - Cost 5(estimate)
Commander: This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is removed from play.
Flagship 1
Covert Dash: The ship this commander is attached to may move 1 sector instead of attacking in the surface attack step. The destination sector may not contain any other units.
Close to Shore: Friendly cruisers with vital of 8 or less have concealment when adjacent to shore or island sectors
Diplomatic: At the end of the turn, friendly units may use abilities that score victory points again, even if they have already used that ability.
Werner Hartmann - Commander - 1939 - Cost 7(estimate) (REQUIRED)Commander: This submarine in the deployment phase. If that submarine is destroyed or removed from the map, this unit is removed from play.
Flagship 1
Unrestricted Warfare: If no enemy ships are local or adjacent. The unit this commander is attached to can capture an objective if it is after turn 2
Wolfpack Leader: You get +1 initative for each submarine you control with wolfpack other than the submarine this commander is attached to. Up to a maximum of 3.
Elite Crew: The unit this commander is attached to has ASW thread reduced by 1.
Hector Waller - Australia 1939 Cost: 6(estimate) Flag 1
Commander (Required): This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is removed from play.
Flagship 1
Veteran Destroyer Commander: If this commander is attached to a destroyer and that ship would be destroyed, roll a die. On a 4 or higher, destruction is prevented and the destroyer remains in the game with 1 hull point.
Aggression: If the number of enemy units in local or adjacent sectors is greater than the number of local or adjacent friendly ships. Local and adjacent destroyers and cruiser roll 1 additional die when making anti-air or main gunnery attacks. Abilities that give additional attacks can't be used with this ability
Potshot: The unit this commander is attached to is immune to mines.
Philippe Auboyneau - Commander - France - Cost 5(estimate)
Commander: This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is removed from play.
Flagship 1
Covert Dash: The ship this commander is attached to may move 1 sector instead of attacking in the surface attack step. The destination sector may not contain any other units.
Close to Shore: Friendly cruisers with vital of 8 or less have concealment when adjacent to shore or island sectors
Diplomatic: At the end of the turn, friendly units may use abilities that score victory points again, even if they have already used that ability.
Werner Hartmann - Commander - 1939 - Cost 7(estimate) (REQUIRED)Commander: This submarine in the deployment phase. If that submarine is destroyed or removed from the map, this unit is removed from play.
Flagship 1
Unrestricted Warfare: If no enemy ships are local or adjacent. The unit this commander is attached to can capture an objective if it is after turn 2
Wolfpack Leader: You get +1 initative for each submarine you control with wolfpack other than the submarine this commander is attached to. Up to a maximum of 3.
Elite Crew: The unit this commander is attached to has ASW thread reduced by 1.
I have some questions/suggestions (please bear with me, I am not up to date on the playtesting and development of the commander cards). Will you be allowed to have multiple commanders in a fleet? If so, should players declare which ships are under whose command (like separate squadrons)? Can a command be transferred? (like if the carrier the commander is on is crippled, can a friendly ship come to pick the commander up?)
Commanders will be attached to a particular unit (and when that unit is destroyed, you will also lose the commander). Allowing a commander to transfer their flag has been proposed as a special ability (so it is not an inherent ability). I think you would be allowed to have multiple commanders, but each commander is a class of one (or at least, that is how I understand it: flak has been leading the development and will be able to answer most fully).
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
So far as the cards are written, you could have multiple. Bonuses are applied to the ship the commander is attached too, and thr other to the fleet generally. You shouldnt need to define taskgroups for commanders as its intended to be a general bonus.
Very large fleets and multiple commanders will need testing i think
I'm aware things have slowed a bit in dev forum and i apologise for that. Just a bit of personal stuff not leaving much gusto for it atm. I'll aim to conclude the current units and issue some more next week. So check out whats there. Even if you've not got hard technical opinions. Anu comments, good or bad are appreciated