View Full Version : NTCD Battlecry Enchancements
OctavianNT
04-03-2005, 05:30 PM
Retaliation- For each unit that is fired upon, they may retailiate 1 time each turn. Count up the hexes and figure out their diceroll. Then divide by 2 and round down. Terrian effects still apply. NOTE- Even if one unit is attacked 4 times in a turn, it can still only retailate agianst one unit. The defender chooses the unit which he will defend agianst. If a unit is completely destroyed, it does not recieve its defense.
Hills- Hills are now like forests for Infantry. If a forced march card is played Infantry may move onto a hill and still fire.
Flags- 6 is now changed to 8-10 or deathmatch
Sharpsburg Scenerio- The Union may choose to look at the Confederate hand 2 times during the course of the game representing how the Union discovered Confederate Battle Plans.
Comments/Criticism/Questions are Welcome.
RuHurt
04-03-2005, 06:35 PM
About the Flags... what do you mean by "6 is now changed to 8-10"? The dice don't have numbers on them... :o
OctavianNT
04-03-2005, 06:41 PM
Winning conditions sorry.
RuHurt
04-03-2005, 06:46 PM
Ah, ok, gotcha. Sound cool, I like 'em; 'specially the victory change.
nerdx
04-03-2005, 07:14 PM
Well I hate it gosh darnit!
OctavianNT
04-03-2005, 07:15 PM
Whats wrong with my new stuff!? Just because it doesnt include Hippo's...
nerdx
04-03-2005, 07:20 PM
Well Hippos are an important part of the whole dang idea!
Da Black Gobo
04-04-2005, 10:39 PM
Retaliation- For each unit that is fired upon, they may retailiate 1 time each turn. Count up the hexes and figure out their diceroll. Then divide by 2 and round down. Terrian effects still apply. NOTE- Even if one unit is attacked 4 times in a turn, it can still only retailate agianst one unit. The defender chooses the unit which he will defend agianst.
Would not this make the game too bloody too fast? I quess with the Flags being raised it may work.
Hills- Hills are now like forests for Infantry. If a forced march card is played Infantry may move onto a hill and still fire.
So you want hills to stop movement as woods. Why?
Flags- 6 is now changed to 8-10 or deathmatch
Sharpsburg Scenerio- The Union may choose to look at the Confederate hand 2 times during the course of the game representing how the Union discover Confederate Battle Plans.
Comments/Criticism/Questions are Welcome.
The Sharpsburg Scenario idea is interesting.... The plans McClellan recieved was that Lee would be marching to Sharpsburg, so his army would not be fully concentrated. McClellan indecision after he arrived, combined with piecemeal attacks allowed Lee to counter each assault and gave time for Longstreet's troops to arrive. There are two big problems playing the Sharpsburg scenario. ONE is the ranges are too long, if you scale down the game those muskets are firing 1200 yards! Effective range was only 300!! I suggest a range of 3/2/1 for all infantry. While still to long it is much better to work with.
Another problem is the Union placement on the left flank. NOTE: The troops can't retreat, and under the 'official rules' that means if a flag is rolled they are destroyed. THAT needs to be changed, instead allow a model to be removed for each Flag rolled if they can't retreat, and Generals allow the unit they are with to ignore the 1st flag rolled.
Finally, the designer has the union with only three cards per turn. This is to show McClellan's indecisiviness. While accurate, it really handcaps the Union player if he recieves a bad hand. So here are a couple of suggestions to help the player while still showing the indecisive McClellan.
Allow the Union player to turn in his hand any turn he wishes. He show the cards to the southern player and then draws back. This counts as his turn. If the cards he turn in could be played the Southern Player may on his turn, draw 1 extra card per union card that could have been played, he then can pick the card he wishes to use and discard the others. If the Union player has no cards that could have been played then there is NO penality.
NOTE: There is one card in the deck the Union can't use. It is the Hit and Run card, because in this scenario there are no Union Cavalry. If the Union draws this card they should be able to discard and draw again. OR you could treat the Hit and Run card as a Bombard card instead, your call.
ONE MORE IDEA: INstead of Raising the Victory for this Scenario the Hill on the Union Left Flank, where the Confederate Infantry is setting should have a flag on it. It counts as a flag for the last player to have a unit placed on it. From that Position the Union could turn the Southern Battle line and had a direct route to Sharpsburg.
Sean
OctavianNT
04-05-2005, 05:07 AM
ACtually the defense works well, as long as you raise the flags a bit. if you make all your attacks on the same unit and wipe it out it does not get to fire back. i dont think I wrote that earlier
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