In think it needs to have a good focus on a particular action rather than a whole career.
And very probably some sort of drawback or weakness that balances the advantage.
Im not onboard with an exception "opt out" card for a deck project; While players/groups may choose to go that way. Assumption at development has to be they are legal and integral part of the deck. Like any other card.
I recommend a separate 18 card admiral deck. I am sure it can be done.
I second that is should be a separate deck rather than a few cards in another deck. 18 May not be enough but it certainly doesn't need to be a normal 72 card deck.
I get what your saying. My concern would be creating a division between the people that accept this add on and those that dont.
Are you still living in the 70's?
This is how modern gaming is nowadays. When you play Wingspan, Firefly, Battlestar Galactica, Evolution or any other modern game the players decide on which expansions will be included before you play. Just like if you're going to use WotC cards only or add no official cards.
If you're worried about players not knowing the rules on how to play them then you can do what modern games do, include a reference card.
Striker asked about a reference card in the deck list g thread.
My opinion is that we follow the example set by installations and put everything required on the cards themselves.
So whats the requirements/mechanic going to look like in your opinions.
Im thinking something like
Commander* - this unit is attached to a (unit classification**) in the deployment phase. If that ship is crippled or destroyed. Remove this unit from play.
*i say commander because id like to see the potential to use flight leaders for major attacks, ie pearl harbour or taranto. Not strictly hero squadrons but notable mission leaders.
**classification is more important a qualifier than flag because subs and destroyers dont usually get flag. And i think its better to stick to tactical commanders rather than fudge in include strategic level commanders who had tactical subordinates
How are these going to be represented on the tabletop?
Will they be represented by a token placed next to the miniature or by just placing the card on top/under the attached units card? (Or by a big figure head bust like in Halo Fleet Battles?)
Some commanders could have the ability to "change their flag". Quite often a commander would move their flag to another ship if their flagship is crippled or sunk such as Nagumo at Midway. hence there may not be a hard and fast rule that applies to all commanders.
So as it sounds the Commanders are not only going to be faction specific but also nation, classification but also/maybe unit specific? This is something Weeds was deadset against although I've no problem with it because RB had already done it within the game.
If handled like installations then the card will be the reference card. Surprised you didn't know that every card in this game is a rules reference card? Thats how these card based games work when most of the rules aren't in the rulebook.
If we are to add true expansion to this game for the first time then this is how you can add it without having to rewrite or change the rule book and if a player wants to reset the game back to the original rulebook then he only has to remove all the add-ons just as they can already do now.
If you spend just a little bit of time playing/studying modern board games like I have you will discover just how far the hobby has developed in regards to design mechanics. App based support to build a "living game" such as X-Wing. Near Field Readers (NFR) are starting to appear the cards interacting with each other and the data on the card changing depending on the circumstances.
For changing flags, as with Kurita going from Atago to a DD and then to Yamato, it could be 'If X command ship is sunk, roll a die for the Commander, on X or higher, transfer this Commander to Ship in same/adjacent sector.' Or, something similar.
Other ships like the South Dakota for example had purpose-build CIC rooms and facilities, or could also only base Admiral cards/Commanders on Flagship units, similar to basing aircraft on Carriers. If a Commander has to transfer units, you must move them to a new Flag unit within X turns or lose their bonuses. Just spitballing some ideas on how to make them work and keep a 'give and take' attitude towards them to balance out their use.
Rescue Operations - Once per game, instead of attacking during your Surface Attack step, this unit can perform a rescue mission if it's in a sector where a friendly Ship was destroyed. Score 3 victory points at the end of the turn.
Transfer - Instead of attacking during your Surface Attack step, a friendly Ship can perform a Transfer if it’s in the same sector as this Commander. Roll a die. On a X or higher, move this Commander to that Ship. On a 1, destroy this Commander.
Cuz you can’t climb the ladder while the 18” guns are yammering in your ear.
Last Edit: Sept 7, 2021 21:51:09 GMT by mnnorthstars