View Full Version : UNCON SUBMISSION THREAD: Design your own general...
Moderator Sinister
09-17-2005, 08:44 PM
You can post up to two submissions as choices for a new unit in A&AM, only your first two submissions will be considered. The contest judge will determine a winner based on his own criteria of originality and functionality of the commander. For instance you could post Patton and his stats for the game with any special abilities. There will be one winner for this contest.
Rob Irwin
09-17-2005, 08:58 PM
SS-Oberstgruppenführer Sepp Dietrich
For an image, click here (http://en.wikipedia.org/wiki/Image:Dietrich_in_color_01.jpg).
Cost 10
Speed 1
Defence 4/4
Attacks
Short (men) 6
Short (vehicle) 2
Commander Abilities
Initiative +5
Stubborness - At the beginning of the movement phase, this unit and all other Axis troops within 5 hexes may ignore any counters or actions that they do not feel like acting upon.
Sepp Dietrich often protested Hitler's unwillingness to let officers act upon their own initiative. In April 1945, after the failure of Hitler's planned Spring Awakening offensive at Lake Balaton, spearheaded by Dietrich's troops, a frustrated Hitler ordered Dietrich and his men to give up their unit cuff titles, but Dietrich refused to pass on the order.
loyalcitizen
09-18-2005, 01:16 AM
General George S. Patton, Jr.
Soldier-Commander 1942
Cost: 10
Speed: 1
Defense: 4/4
VS INF 5/0/0
VS VEH 0/0/0
Commander Abilities
Initiative +4
Ol' Blood and Guts - Vehicle units you control can move while disrupted.
"I don't want to get any messages saying that we are holding our position. We're not holding anything. Let the Hun do that. We are advancing constantly and we're not interested in holding onto anything except the enemy." - Patton
loyalcitizen
09-18-2005, 01:41 AM
Generalfeldmarschall Erwin Rommel
Soldier-Commander 1940
Cost: 10
Speed: 1
Defense: 4/4
VS INF 4/0/0
VS VEH 0/0/0
Commander Abilities
Initiative +4
Blitzkrieg - Vehicle and Soldier-Artillery units you control get +1 Speed.
"The art of concentrating strength at one point, forcing a breakthrough, rolling up and securing the flanks on either side, and then penetrating like lightning deep into his rear, before the enemy has time to react - is Blitzkrieg." - Rommel
Field Marshall Gregory Zhukov (Russia).
Cost: 15
Speed 3
Defense 4/4
vs. Inf: 4/0/0
vs. Veh: 0/0/0
Commander Abilities:
Initiative +5
Human Wave: At the start of the movement phase, any units you control with a 'Disrupted' marker may have the token replaced with a face down 'Destroyed' marker.
Zhukov was one of the greatest generals in WWII, but with his victories also came staggering losses.
Nochules
09-18-2005, 09:52 AM
Otto Skorzeny (Germany).
Cost: 13
Speed 1
Defense 4/4
vs. Inf: 6/0/0
vs. Veh: 2/0/0
Commander Abilities:
Initiative +4
Brandenburgers - Once per game replace one enemy soldier with one SS-Panzergrenadier under German players control.
Skorzeny became famous for leading German commandos disguised as Allied soldiers.
Patton4014
09-19-2005, 12:16 PM
Generalfeldmarschall Eric von Manstein
Soldier-Commander 1939
Cost: 15
Speed: 1
Defense: 4/4
VS INF 4/0/0
VS VEH 5/0/0
Commander Abilities
Initiative +5
May use one ability each turn -
Sichelschnitt (sickle cut) - Target Vehicle/Soldier units you control get 1 extra move or attack.
Kharkov Offensive - All German tanks recieve +1 to each attack dice vs. Russian tanks or solders.
Die Hard Commander - One adjacent unit may ignore damage/disrupted counter and act as normal this turn
"He is the best tactician and combat commander we have" Wolfram von Richthofen
Autarch
09-19-2005, 06:51 PM
GENERAL HEINZ GUDERIAN
SOLDIER-COMMANDER 1939
COST: 15
SPEED: 1
DEFENSE: 4/4
ATTACKS:
INFANTRY: 2/-/-
ARMOR: -/-/-
SPECIAL ABILITIES:
Prussian's Luck: Ignores all disrupted/destroyed results.
Mobile Command: Commander rides in any friendly vehicle and does not count toward stacking or the vehicle's transportation capacity. If vehicle is lost, this commander remains in the hex unharmed.
COMMANDER ABILITIES:
Initiative: +6
Blitzkrieg: All friendly vehicles treat forest, hills and streams as clear hexes for movement purposes only.
Countermand: Removes disruption from all adjacent friendly units.
Elan: +1 to all rolls for adjacent, friendly units.
Schwerpunkt: All attacks against enemy units adjacent to the objective add 1 dice.
Guderian would often accompany his lead armored elements into battle and would visit front line units that had stalled in their advance in order to motivate them to achieve their objectives by overcoming natural obstacles or heavy enemy resistance. "...I was the first corps commander ever to use armored command vehicles in order to accompany tanks on to the battlefield. They were equipped with radio, so that I was able to keep in constant touch with my corps headquarters and with the divisions under my command." ---Panzer Leader, General Heinz Guderian, page 68.
Set: UNCON Generals 1/2
Rarity: Unique
Autarch
09-19-2005, 07:12 PM
FIELD MARSHAL ERWIN ROMMEL
SOLDIER-COMMANDER 1940
COST: 15
SPEED: 1
DEFENSE: 4/4
ATTACKS:
INFANTRY: 2/-/-
ARMOR: -/-/-
SPECIAL ABILITIES:
Charmed Life: Ignores all disrupted/destroyed results from ground units and treats all air attack results as disrupted.
Mobile Command: Commander rides in any friendly vehicle and does not count toward stacking or the vehicle's transportation capacity. If vehicle is lost, this commander remains in the hex unharmed (unless loss is due to air attack, then the commander is disrupted).
COMMANDER ABILITIES:
Initiative: +6
Blitzkrieg: All friendly vehicles treat forest, hills and streams as clear hexes for movement purposes only.
Esprit de Corps: All friendly units get +1 to all dice rolls.
Pin: All defensive fire attacks of the vehicle this commander is a passenger on can be taken against ANY single enemy unit that moves within the attack range and line of sight of the commander's vehicle.
Ruse: This commander's units always set up first. After opponent has set up, any and all friendly units may redeploy to any legal, playable hex within 7 hexes of the commander's starting map edge.
Rommel believed it was important for a general to command from the front line in order to get a feel for the battle and have real time information in order to base decisions on and exploit enemy weaknesses. He would move from hotspot to hotspot, encouraging units that had stalled in their advance and even take personal command of units to sieze the initiative and turn around negative situations. "I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire. The man who lies low and awaits developments usually comes off second best." The Rommel Papers, edited by B.H. Liddell-Hart page 7.
Set: UNCON Generals 2/2
Rarity: Unique
sking500
09-19-2005, 11:36 PM
GENERAL OMAR BRADLEY
SOLDIER-COMMANDER 1942
COST: 14
SPEED: 1
DEFENSE: 4/4
ATTACKS:
INFANTRY: 2/-/-
ARMOR: -/-/-
SPECIAL ABILITIES:
G.I. General: All units within 3 hexes of this unit may move even if disrupted. All disrupted units within 5 hexes of this unit are immediately destroyed if this unit is destroyed.
Pragmatic Tactician: Unit gains +1 initiative for every 2 adjacent friendly units (FRU). Initiative bonus is counted toward initiative roll even if this unit is disrupted.
COMMANDER ABILITIES:
Initiative: +1 (base)
Breakout: After the casualty phase is completed, but before the end of turn phase the owning player receives a special "breakout movement" phase. All friendly vehicle units may expend two movement points, and all friendly Soldier units may expend one movement point to perform any action normally allowed in the movement phase.
Brilliant Planner: Replace a damaged counter with a disrupted counter on any one unit within 3 hexes of this unit once per movement phase.
Set: UNCON Generals 1/2
Rarity: Unique
sking500
09-19-2005, 11:40 PM
GENERAL DWIGHT D. EISENHOWER
SOLDIER-COMMANDER 1942
COST: 15
SPEED: 1
DEFENSE: 4/4
ATTACKS:
INFANTRY: 2/-/-
ARMOR: -/-/-
SPECIAL ABILITIES:
Supreme Allied Commander: All friendly commander units on the board receive a +1 initiative bonus. All friendly soldier and vehicle units on the board receive +1 to ATTACK rolls. If this unit is destroyed, all friendly units on the board are immediately disrupted.
COMMANDER ABILITIES:
Initiative: +4 (base)
Set: UNCON Generals 1/2
Rarity: Unique
tlc1145
09-20-2005, 11:47 AM
The only thing I would add would be that instead of Commander Abilities, there should be General Abilities. Most Commander abilities only work on units ajacent to them, while General abilities would work on all Allied or Axis units on the board.
admiral_yamoto
09-20-2005, 12:47 PM
Admiral Yamoto
Cost: 1
Speed: 20
Defense: 70/70
Attacks:
Vs. Infantry 9999999999999/999999999999999/99999999999999
Vs Vehicles 999999999999/99999999999999999/99999999999
Armour 3/5/4
Special Abilities: Every Unit within 200 hexes gets +20 attack
Commander Abilities: For every 5 soldiers you kill, you're allowed 1 wet willy to your oponent
"lol, admiral"-Series
"Admiral Yamoto and I talk quite frequently."- Moderater Sinister
"You know for a teenager, you are seriously stuck in a time warp"- Creeping Death
My Card is the Greatest, you all know it :D
Vulturedoodle
09-20-2005, 01:19 PM
Lt. Belton Cooper, Maintenance Officer, 3rd US Armored Division
Soldier-Commander 1944
COST: 7
SPEED: 1
DEFENSE: 3/3
ATTACKS:
INFANTRY: 2/-/-
ARMOR: -/-/-
SPECIAL ABILITIES:
Fix the damn thing: Lt. Cooper can attempt to remove a face-up Damaged counter from any Vehicle in his hex during the Assault phase, as long as neither Cooper nor the Vehicle moved this turn. The repair attempt is successful on a result of 6.
Yikes!: If Disrupted, Lt. Cooper immedately bugs out and is removed from the game. He does not count as Destroyed for victory determination.
COMMANDER ABILITIES:
Initiative: +1
A maintenance officer who served in the legendary Third Armored Division ("Spearhead"), Cooper was charged with the critical task of locating damaged Shermans, directing their recovery, and ensuring the flow of new or repaired tanks to frontline units. --Maj Gary Pounder, USAF
pizzadude5000
09-20-2005, 11:29 PM
Field Marshal Montgomery British
Solider - Commander 1944
Cost: 16
Speed:1
Defense: 4/4
Attack
Infantry: 3/-/-
Vehicle: 4/-/-
Commander Abilities
Initiative +3
Operation Market Garden - When starting in the same Hex, British tanks and American infantry may move together. These units must end their move in the same Hex. (Use the Vehicles speed -1)
The British hero of North Africa, Montgomery led the British second army across Europe after D-Day.
General Douglas MacArthur
Cost 25
Speed 1
Defence 4/4
Attacks
Short (Soldier) 5
Short (vehicle) 3
Commander Abilities
Initiative +5
Inspire Sacrifice- Anytime General MacArthur would recieve a destroyed counter you may place it on an adjacent friendly soldier.
"I have returned"- During your next movement phase after General MacArthur is destroyed, you may redeploy the General and all friendly units that have been destroyed in the game so far within five hexes of your starting edge. They may not move during that movement phase.
"I came through and I shall return." -General Douglas MacArthur
SSG_Huble
09-21-2005, 10:39 AM
Nationality: German
Name: SS-Oberlieutenant
Type: Soldier - Commander
Year: 1941
Cost: 9
Speed: 1
Defense: 4/4
Attacks: Infantry / Vehicle
Short (0-1): 6 / 2
Medium (2-4): 4 / 0
Long (5-8): 0 / 0
Special Abilities:
Initiative +2
Command Presence – This unit does not count toward stacking limits.
Fanatic – This unit may ignore face up disrupted counters.
Forward Observer – Any unit with the subtype “Artillery” may make an attack against a unit in line of sight to this unit. Ranges are measured from the unit making the attack.
Nationality: British
Name: SAS-Major
Type: Soldier - Commander
Year: 1943
Cost: 11
Speed: 1
Defense: 5/5
Attacks: Infantry / Vehicle
Short (0-1): 8 / 3
Medium (2-4): 5 / 0
Long (5-8): 3 / 0
Special Abilities:
Initiative +2
Close Assault 8 – This unit has an attack value of 6 against vehicles in its own hex. This attack ignores cover.
Infiltration – This unit does not provoke defensive fire from infantry.
King & Country – Infantry units in the same or adjacent hex to this unit may ignore disrupted counters during the movement phase.
Akela152
09-22-2005, 09:39 AM
Ram OP/Command
Vehicule - Command Tank - 1943
Cost: 23
Speed : 3
Defense : 5/4
Attack:
Soldier
09/08/06
Vehicule
03/02/02
Abilities:
All gun blasing:
Blablablablabla (Same as stuart)
Commander Abilities:
Initiative +3 due to Radio equipement
Forward Observer – Any mortar unit or unit with the subtype “Artillery, Assault Gun, anything that AH might think of firing indirect fire” may make an attack against a unit in line of sight to this unit. Ranges are measured from the unit making the attack.
Coordinated Battle Plan - Once per game, one friendly vehicule unit may move and attack in his assault phase.
The Ram II was originaly developed for canadian tank units because Britain could not supply canadians with tanks. They were built on an M3 - Lee chassis. They got remplaced by Shermans before seeing any real combat but many of it's varients were used as command tanks, APC, Foward observer, ammo carrier, supply "trucks", etc.
Something I found about that tank:
", the Ram OP/Command was a Ram II used for command or observation. Used dummy gun which could only be traversed 90° by hand, and had extra radio equipment. The rotating hatch was calibrated so that the hatch periscope could be used as a direction finder. Browning MG[B]s were installed in the bow and the turret hatch. built in 1943. Crew of 6."
- source : http://www.wwiivehicles.com/canada/ram.html
I like the fact that the "main gun" is a dud, lol
TheFoeHammer
09-22-2005, 11:09 AM
2nd Lt. Audie Murphy
Cost 14
Speed 1
Defense 5/5
Soft Target Attack 10/8/4
Hard Target Attack 3/3/3
Close Assault 10
Tough as nails 2:
To score two hits on this unit you must exceed its defense value by 2
Stalwart Valor:
This unit can never receive a disrupted counter (must be destroyed from one attack)
Commander Abilities
Initiative +3
One More Round:
Once per game, when adjacent to an enemy vehicle that receives a face down destroyed marker, prevents that marker from being turned up in the Casualty Phase.
--------------------------
Lt. Col Chesty Puller
Cost 12
Speed 1
Defense 4/4
Soft Target Attack 6/4/4
Hard Target Attack 2/2/-
Commander Abilities
Initiative +2
Were surrounded, that simplifies the problem!:
Adjacent friendly units get +1 to their attack rolls against adjacent targets.
Keep your head low boys
Adjacent soldiers get +1 on their cover rolls.
madmonkee
09-22-2005, 12:21 PM
Does it have to be a general?
Navajo Code Talker
SOLDIER - CPL. 1942
COST: 9
SPEED: 1
DEFENSE: 4/4
ATTACKS:
INFANTRY: 2/-/-
ARMOR: -/-/-
SPECIAL ABILITIES:
Code Talker: At the begining of the movement phase remove all disruption counters from adjacent friendly soldier units.
Tactical advantage: all friendly units adjacent to this unit get a +1 on attack roles
COMMANDER ABILITIES:
Initiative: +4
Set: UNCON Generals
Rarity: rare
NewtonCain
09-23-2005, 06:51 AM
i]Nationality:[/i] German
Name: SS-Cpt Cain
Type: Soldier - Commander
Year: 1942
Cost: 7
Speed: 0
Defense: 0
Attacks: Infantry / Vehicle
Short (0-1): na
Medium (2-4): na
Long (5-8): na
Special Abilities:
Initiative +2
This unit replaces the tank crew(only has a card and adds to the vehical's cost. If the vehical is destroid so is this unit) for any tank and grants the unit the following abilities:
SS determination-ignores disruption
Superior mobility-this unit gets +1 to its cover roll and +1 movement.
Nationality: USA
Name: Sgt Rock O Fellow
Type: Soldier - Commander
Year: 1942
Cost: 10
Speed: 1
Defense: 5/5
Attacks: Infantry / Vehicle
Short (0-1): 10 / 4
Medium (2-4): 0 / 0
Long (5-8): 0 / 0
Special Abilities:
Initiative +2
Close Assault 10 – This unit has an attack value of 10 against vehicles in its own hex. This attack ignores cover.
Rambo – This unit gets always gets an extra cover roll, even if it is in a hex that does not grant cover.
Valor – ajacent infantry units get a +1 to their dice rolls for close assault attacks only.
Usurper
09-24-2005, 01:30 PM
Nationality: USA
Name: Brig. Gen. Anthony C. McAuliffe
Type: Soldier - Commander
Year: 1944
Cost: 25
Speed: 1
Defense: 4/4
Attacks: Infantry / Vehicle
Short (0-1): 6 / 2
Medium (2-4): 0 / 0
Long (5-8): 0 / 0
Special Abilities:
Initiative +3
Nuts! An attack against any adjacent friendly unit must beat that unit's defense by 1 in order to score one hit and 2 or more in order to score two hits against it.
Brig. Gen McAuliffe took over as acting commander of the 101st Airborne during the intial phases of the Bastogne operation...prior to that he had been the artillery commander.
Stojakovic
09-24-2005, 04:33 PM
German Soldier-Commander Year: 1941 cost: 16
General Fritz Bayerlein
Speed: 1 att. Soldiers: 7/2/-
Defence 4/4 Vehicles: 2/-/-
Initiative +4
Panzer Pride 2: All units with Panzer in its name and are adjacent or in the
same hex as General Bayerlein get to roll two more dice
when they attack during your combat phase.
Close Assult 8: Bayerlein has an attack value of 8 against vehicles in its hex
This attack ignores cover.
In October 1943 Bayerlein was sent to the Soviet Union as head of the 3rd Panzer Division. Three months later he became commander of the elite Panzer Lehr Division. They moved to Hungary before moving to France after the Normandy landings where he fought at Caen. Bayerlein also took part in the Ardennes Offensive under General Hasso Manteuffel. He got to within 10 miles of the Meuse before being forced to retreat.
Here is a photo:
http://img155.imageshack.us/img155/2250/bayerlein3qd.jpg
Stojakovic
09-24-2005, 06:53 PM
German Soldier-General year: 1940 cost: 11
General Volckamer von Kirchensittenbach
Speed: 1 attacks Soldier: 5/2/-
defence: 4/4 Vehicle: 2/-/-
Inititative + 4
Highgrounds 1: Soldiers who are adjacent or in the same hex as General
Kirchensittenbach get a + 1 bonus to there attack rolls
durring your combat phase as long as they are in hill terrian.
Your Vehicles only need to roll a 4 or higher to enter hill terrain as long as they are adjacent or in the same hex as General Kirchensittenbach.
General Volckamer von Kirchensittenbach was Commanding Officer of the 141st Mountain Regiment.
Here is a photo:
http://img277.imageshack.us/img277/9126/volckamervonkirchensittenbach2.jpg
Canadian SAS
09-24-2005, 07:57 PM
Marshal Georgi Konstantinovich Zhukov
soldier-General/1939(Russia)
Cost:15
Speed:1
Defense:4/4
Attack:
Infantry:3/-/-
Armor:1/-/-
Special Abilities
Pavlov's House:Units within five hexs gain +2 defense.
Tank Ace:All tanks gain +2 attack points against other tanks and vechiles.
Commander Abilities:
Initiative:+4
Rarity:Unique
Georgi Konstantinovich Zhukov had a true understanding of military art which most probably saved Russia, and the world, from fascism and tyranny.
Danyel Phelps
09-25-2005, 02:24 AM
http://i8.photobucket.com/albums/a14/danyel_phelps/sgtpool.jpg
Canadian SAS
09-25-2005, 09:52 AM
Feild Marshal Bernard Montgomery
Solider-General-1942(British)
Cost:15
Speed:1
Defense:4/4
Attack:
Infantry:3/-/-
Armor:1/-/-
Special Abilities:
Desert Rats: Units within five hexs gain +2 defense
Operation Lightfoot: Any Mortar unit or subtype"Artillery" may make an attack against a unit in line of sight to this unit.Ranges are measured from the unit making the attack.
Commander Abilities:
Initiative:+4
Rarity:Unique
His arrogance and ambition led to many conflicts with others in the Allied high command, in particular with PATTON
Moderator Sinister
09-25-2005, 10:28 AM
This contest ends at 5 PM PST
Canadian SAS
09-25-2005, 12:51 PM
Will A/H show the top ten they liked in a ranking system or only the best general card.
Rob Irwin
09-25-2005, 11:57 PM
We don't have long to find out...
NewtonCain
09-26-2005, 05:41 AM
http://i8.photobucket.com/albums/a14/danyel_phelps/sgtpool.jpg
Nice card usage ;) .
Moderator Sinister
09-26-2005, 06:29 AM
Rich Baker is the Judge for this contest. It may take 2-3 days till we have a winner. Sit back and enjoy all the entries. I'm now locking the thread until we have a winner.
Moderator Sinister
09-30-2005, 02:16 PM
Nochules submission of Otto Skorzeny.
Nochules you have a PM waiting for you.
Thanks to everyone who participated!!!!!!
Akela152
09-30-2005, 08:15 PM
Interesting. but still It's not generic and I don't think 2 of them would be useful.
Please try to make it a bit... generic. One of the thing i Liked about A&A was that no one was named, like it would be on a battlefield. But again, it's my opinion.
loyalcitizen
09-30-2005, 11:59 PM
Rich and Mons said in the chat that there are legal difficulties with naming names, so we probably won't ever see a named commander.
I'm a bit surprised with Rich's choice. No offense to anyone, I'm just trying to get inside Rich's head to figure out what sorts of things we may see in the future. I mean, if this is his favorite, that says something about his design philosophy (good or bad, depending).
Personally, I am not a fan of the sort of power that is used once, immediately at the start of battle to hose your opponent. No tactics or strategy necessary to use it. Also, by its wording, you can "convert" an opposing AT Gun or Commander and turn it into a Panzergrenadier Squad. Was this intended? Is Rich really OK with this?
I would have picked jtfc's Zhukov (page 1), with the brilliant "Human Wave" power. That one takes strategy, tactics, and timing to use.
I think what prompted my overanalysis of the contest was the dissappointing fanfare (as in No Fanfare) involved with naming the winner. Congratulations are in order to Nochules for catching Rich's eye and imagination.
Sad to see there is no mention of what prize he won nor any comment from Rich on why he chose Nochules's entry. Is Rich's day so busy that he can't take 10 seconds to write:
"I love the surprise element!"
or
"I can just see it! Your Red-Devil Captain suddenly turns into 8 angry Germans!" (Couldn't resist a final zinger.)
Autarch
10-01-2005, 07:40 PM
I have no idea what Akela is talking about, but loyalcitizen, here was the criteria:
You can post up to two submissions as choices for a new unit in A&AM, only your first two submissions will be considered. The contest judge will determine a winner based on his own criteria of originality and functionality of the commander. For instance you could post Patton and his stats for the game with any special abilities. There will be one winner for this contest.
The Uncon page said something about the entry not being used for any future game and what you mentioned on the chat. Other than that, it's rather vague. I opted for an over the top, "God's of the Battlefield" approach and drew on my knowledge of two commanders who actually did appear in skirmish type situations similar to those depicted by the game and drew up their stats accordingly from historical precedent without giving them hyped up direct combat abilities.
I think Nochule's command ability for Skorzeny is simple, straightforward and easy to play which obviously was what Rich was looking for, though I think the unit is costed too high.
A more historical ability:
Operation Greif: This commander's forces are limited to two garands and two jeeps as his forces. They cannot be attacked by the allies unless they attack first. Until then, the presence of any of these units in the same hex as allied units cause the allied units to make a special cover roll. Those that fail use full movement in both movement and assault phase to retreat off their starting map edge. Those that succeed in the cover roll ignore the disguised units and perform normally. Any that score a six recognize the ruse and can attack them.
A bit more complicated, but both historically accurate and fun to play!
It _would_ be interesting to know what Rich thought. Hopefully it was something other than picking the last entry he read when he got tired of reading. ;)
I bet the prize was probably a booster, same as what was given out for the questions Rich and Mons determined to be the most outstanding during the chat session.
I was thinking about starting a joke thread, making up stats for general's I don't like complete with insulting command abilities (ie: Tea Time for Monty) but haven't gotten around to it.
Canadian SAS
10-02-2005, 03:39 PM
I two was surprised with the winner, beacause as it did say to use originality, when the winner was a very basic and had only a very brief description. Anyways, dont want to look like a sore loser lol. congrates. :)
Sincerly, Canadian SAS
Moderator Sinister
10-02-2005, 05:17 PM
The judge had complete control in this contest. He can use whatever criteria he wanted. He did not give me a lengthy reason for his choice, nor did he have too.
As to Rich's design abilities let tell you that he is a FIRST rate games designer. He is responsible for the Birthright AD&D setting(which won the 95 orgins award for best new roleplaying supplement and it without a doubt my personal favorite setting for D&D), Alternity, and devleoper credit for Risk Godstorm. Rich also served in the armed forces.
Thanks for listening
GAME ON!
ModSin
loyalcitizen
10-02-2005, 10:37 PM
As to Rich's design abilities let tell you that he is a FIRST rate games designer.
That was never called into question.
My comment was only how his choice provides insight for those of us who want to guess at what me might see in the future. Since he picked a Commander power that involves traitorous units, perhaps we'll see something like that in Year Four of the game. He must like that kind of play experience, so it's possible we'll see it someday. That's all my comment was implying.
Moderator Sinister
10-02-2005, 11:05 PM
That was never called into question.
My comment was only how his choice provides insight for those of us who want to guess at what me might see in the future. Since he picked a Commander power that involves traitorous units, perhaps we'll see something like that in Year Four of the game. He must like that kind of play experience, so it's possible we'll see it someday. That's all my comment was implying.
True! we have no real idea as to what is going on in their minds for the future!
JimBobo
10-03-2005, 07:52 AM
I´m more than a little disturbed by the choice of a character like Otto Skorzeny.
Personaly i wouldn´t enter in a game in which "commander" like him would be used.
JimBobo
Germany
pizzadude5000
10-03-2005, 10:30 AM
That is a horrible effect. I'm not going to be nice about it. That would be a horrible addition to any game. I would never play with someone who even tried to use it.
TheFoeHammer
10-03-2005, 11:58 AM
I think all the entries were creative and fun to read. When Skorzeny was chosen I went and looked up some of the historical stuff on it and agreed that a good job was done of creating a mechanic that would match some very frustrating activities for commanders in the fog of war.
That being said, it certainly would not be something anyone would consider for balanced game play without doing something to level things out for other factions. And I don't think anyone was asking us to playtest this when we submitted it.
I had fun thinking up mine and reading them all. Congrats to the winner!
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