Now if MM came with double-blind rules... [drool]
We had one test session with double-blind rules back in, oh, 1997 or something like that. Although it was fun, we decided it was essentially unplayable as a boardgame. The rules/concept is good but requires computer support, imho.I don't... think you quite see what I mean. This is meant to be on one board, with both players standing there at the board, and not even a referee necessary (though in a tournament it'd probably be recommended...)
Now if MM came with double-blind rules... [drool]
Yes...very interesting...though I don't like the idea of stopping something like the Raven from using both ECM and Probe at the same time. That rather badly nails its usefulness as a scout jammer...:(I wasn't aware it could use both at the same time anyway... I assumed that the rules were...
<snip target="awesome ruleset"/>Totally using this.
The first step? Go to the Downloads page (or right here) and grab the Battleforce Tokens: Mercenaries (http://www.classicbattletech.com/downloads/BFTokens_Mercs.pdf). In case you don't know, one of them looks like this:
(http://i73.photobucket.com/albums/i225/iamfanboy/token.jpg?t=1303793778).
The link is in the first post.Well, I had the idea of using those tokens for this purpose ever since I first saw them... and I've been hammering out a few rules for doing so ever since.
Edit: Brilliant usage of those tokens, by the way.
The one issue I have with those hexes is that they are...well...HEXES.
The one issue I have with those hexes is that they are...well...HEXES.
Squares could be cut out on a paper cutter, entire slices at a time. Hexes require six cuts with a scissors for EACH ONE. *shudders* I don't have the patience for that much time spent cutting paper...:(
Now using poker chips for something like this is something I have considered before and I do like the general idea. I may just have to steal (ahem...borrow) these for a shot. :)
Item | ID range | Contact | |
Clan Light AP | 4.5 | 9 | |
Elec. Warfare | 4.5 | 9 | |
Beagle AP | 6 | 12 | |
Watchdog CEWS | 6 | 12 | |
Clan Active Probe | 7.5 | 15 | |
Bloodhound AP | 12 | 24 | Ignores all ECM except Angel ECM |
Item | Range | |
Elec. Warfare | 3 | |
Watchdog CEWS | 4 | |
Guardian ECM | 6 | |
Clan ECM | 6 | |
Angel ECM | 6 | Blocks all enemy EW and targeting systems |
Very interesting, and I like how simple it seems to be, rules-wise. O0It was something that I considered for a while (and allowed myself to be hung up on, to be honest!) but I decided against it because it added an element of bookkeeping without really adding anything to the gameplay. It made the game clunkier, not smoother, and that wasn't my goal. The only reason I wanted to measure range was if the 'Mech had something special on it (ECM, Active Probe) and if there was something special to discover. Measuring range for EVERY 'Mech EVERY spotting phase when using sensors was just... bad.
Have you considered using the sensor ranges from TacOps for active probes and other sensor suites?
OK Fanboy. We need you to get these into a doc we can download like your scenarios were. I like em.I'll try to get around to it tomorrow - but I am running a game, and Tuesday I have school/Magic the Gathering, so it might take me a bit.