I don't agree with this structure, this would be a very major change and
could easily be another game!!!!!!!
I like too much the old version to try to change...
Peraphs can add others limit, but a complete change... brrrrr
or else the best solution is make a "simple" version (the older) and a
"optional" version (the new)
At 08.11 26/03/2002 -0400, you wrote:
>Hi!
>
>The discussions on AA and limiting numbers of them got me thinking about
>an idea Emiliano (antichrist666it) gave me regarding a new structure for
>army cards.
>
>Emiliano has been a very busy little beaver and is basically writting a
>template for 5.0 all by himself, including a lot of new units and ideas.
>While we will change and discuss a lot of things it will save us time come
>time to actually do the revision.
>
>The following is what he suggested with some changes from myself.
>
>We still use the same armycard structure but the cards are different:
>
>Command- this is the "core" you build your army around. So instead of
>starting with a company card you stand with the command structure.
>
>Regulars (or line or other suitable name)- these are the meat and drink of
>any army and will be by far the most common troops available. What number
>of regular troop companies can be added we can either leave open-ended or
>set a maximum limit. Units like SM tacticals, IG tacticals, guardians and
>ork boys fall in this category.
>
>Veterans (or elite whichever sounds better)- these are specialist, much
>more uncommon units. I would suggest that they be limited to one or two
>cards PER command. Units like terminators, aspect warriors and such would
>fall in this category.
>
>Specialized units or equipment (for lack of a better name, Emiliano called
>these "rare" cards)- these are units that are a rarity on the battlefield
>due to difficulty of construction or lack or availability. You can attach
>one such company card PER command. Units like AA, deathstrikes, pulsa
>rokkits and other "wierd" weapons fall in this category as well as titans
>
>Advantages
>1.You eliminate the problem of over abundance of "specialist" units, since
>you would need to a very large command base to have a lot of these units.
>2. It uses the same army card format everyone is familar with
>3. Places emphasis on a command structure to build an army
>
>Disadvantages
>1. It introuduces the need for a command radius for all armies. For some
>it is not a problem, but we would still need to make rules for them.
>2. What constitutes a command "company" and what units need to be made.
>Although its a fun endevour, it still means a lot of work to do correctly.
>3. Re-categorization of all units into the new scheme.
>
>Comments?
>
>Peter
>
>Yahoo! Groups Sponsor
>ADVERTISEMENT
><http://rd.yahoo.com/M=215002.1818248.3328688.1261774/D=egroupweb/S=1705059081:HM/A=847665/R=0/*http://ads.x10.com/?bHlhaG9vbW9uc3RlcjcuZGF0=1017144677%3eM=215002.1818248.3328688.1261774/D=egroupweb/S=1705059081:HM/A=847665/R=1>2bfbb0.jpg
>2bfbe8.jpg
>
>To unsubscribe send e-mail to: netepic-unsubscribe_at_egroups.com
>
>Your use of Yahoo! Groups is subject to the
><http://docs.yahoo.com/info/terms/>Yahoo! Terms of Service.
Received on Tue Mar 26 2002 - 21:35:57 UTC