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Fast Tactics

PostPosted: Wed Jan 21, 2009 12:29 pm
by VonBasch
Had this idea the other day. Not completely sure about everything, but wanted to toss it in and see what others think. I've got a basic idea going for the map.

Image

The game will only host 4 players, and puts them against a board filled with neutrals and of course each other.. A friend and I used to play castle risk, kind of like this.

The white boxes in the center are where the players will start. There is a wall between each block stopping you from attacking another white box. All other blocks will have 2 neutral armies, except for the gray bridge ways which will hold 3. The players would start with 5 armies each. You can gain 1 army for each block you control at the beginning of your next turn.

It starts out equal, but depending on how risky you want to be, the better your chances are. I've thought about a bonus of additional armies if you conquer a complete color code, but not sure.

Re: Fast Tactics

PostPosted: Wed Jan 21, 2009 3:42 pm
by el-presidente
All maps need to be playable on all settings. Also, symmetric maps don't work out so well.

Re: Fast Tactics

PostPosted: Wed Jan 21, 2009 6:01 pm
by sailorseal
I kind of like the idea, it would need to be bigger and a little more developed. I say keep working on it but I am honestly not sure how the community will react

Re: Fast Tactics

PostPosted: Wed Jan 21, 2009 6:06 pm
by MeDeFe
el-presidente wrote:All maps need to be playable on all settings. Also, symmetric maps don't work out so well.

Try playing AoR1 with 8 players then.
It's definitely interesting, but also highly dependent on the dice. Symmetrical maps can definitely work, but this looks almost certain to turn into a 2on2 on any setting.

Re: Fast Tactics

PostPosted: Wed Jan 21, 2009 6:10 pm
by wcaclimbing
VonBasch wrote:You can gain 1 army for each block you control at the beginning of your next turn.


Thats where the problem will be.
getting one army per territory would put a huge amount of luck into the game. Cause you have to get lucky dice to take a lot of territories.
People already complain about the dice a lot. I don't think giving one army per territory is a good idea.

Maybe you could make it have continents instead?
Like, you hold the whole green section or a whole grey section to get a bonus.

Re: Fast Tactics

PostPosted: Thu Jan 22, 2009 9:51 am
by VonBasch
MeDeFe wrote:
el-presidente wrote:All maps need to be playable on all settings. Also, symmetric maps don't work out so well.

Try playing AoR1 with 8 players then.
It's definitely interesting, but also highly dependent on the dice. Symmetrical maps can definitely work, but this looks almost certain to turn into a 2on2 on any setting.


I can see this problem, and am starting to think up a new map with odd number of sections.


getting one army per territory would put a huge amount of luck into the game. Cause you have to get lucky dice to take a lot of territories.
People already complain about the dice a lot. I don't think giving one army per territory is a good idea.

Maybe you could make it have continents instead?
Like, you hold the whole green section or a whole grey section to get a bonus.


Was wondering about that from the beginning, but thought I would ask. I'll go for the continent control instead of the per territory.