Post by richarderickson88 on Sept 17, 2024 3:36:08 GMT
Has anyone ever won a game because of these things? I'm talking about "vital cargo" "secret cargo" "invasion" and others like them. I love the thought of secondary objectives in games but taking these always feels like a handicap. Maybe it's a symptom of larger maps, but even on standard maps I can't get enough of these things in position. I know they are considered "scenario pieces" but shouldn't anything be at least somewhat viable? If you think they're too weak- how much more should they give? 2x? 5x? 10x? If you've won because of them, how? What was your strategy?
Landing abilities can be useful in 100 point games, especially against fleet builds running hard-to-kill units, but IMO Vital Cargo is too hard to trigger—my house rule is that the ability can be used at the end of turn four.
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
To try and get those niche/overlooked units with these type of numbered SAs in the game, add a dice roll bonus points on to the total when triggering. Keeps their total VPs as unknown until this point and adds to the fun. A similar thing can be done with using hidden points for the middle objectives instead of the standard set up.