I notice that a few of the scenarios, particularly the outlaw ones, now have random numbers of attackers where once they didn't (caravan, loot & pillage) . This really limits which scenarios are worth choosing for larger gangs with poorer equipment (e.g. Scavvies, Ratskins, some outlaw House gangs).
I know that the Caravan scenario was an easy win for a full attacking gang vs a few defenders but limiting the number of fighters in these scenarios really makes gangs with a higher number of poorly armed fighters a lot worse off, particularly when combined with poor scavenging from Scrofulous Wastes, more expensive models (Scalies, Ratskin Chief) and Scavvies & Ratskins no longer getting free clubs.
The caravan is now usually a shooting gallery for the defender given that the gangs have the same (theoretically) number of fighters. If the attacker rolls poorly for his number of fighters compared to the defender, he may as well just not bother playing the mission. That is no fun for anyone. IMO it should either be full gang vs random (d6+3?) defenders plus reinforcements or a higher average random number of attackers (d6+6) vs defenders (D6+3).
Loot and Pillage can also end up with a seriously bad game for the attacker (2 attackers vs 6 defenders plus reinforcements) making for another first turn auto-bottle for the attacker. I would again go for full attacking gang vs (D6+2?) defenders with the defenders getting reinforcements as usual.
I also notice that Tox Bombs are now really poop with only one shot per game for 20cr. Either they need to be ammo: auto or more like 5cr. EDIT: Going to try them out a bit before further feedback.
I know some of these changes were likely made a while ago but it has been a while since I played last.
I know that the Caravan scenario was an easy win for a full attacking gang vs a few defenders but limiting the number of fighters in these scenarios really makes gangs with a higher number of poorly armed fighters a lot worse off, particularly when combined with poor scavenging from Scrofulous Wastes, more expensive models (Scalies, Ratskin Chief) and Scavvies & Ratskins no longer getting free clubs.
The caravan is now usually a shooting gallery for the defender given that the gangs have the same (theoretically) number of fighters. If the attacker rolls poorly for his number of fighters compared to the defender, he may as well just not bother playing the mission. That is no fun for anyone. IMO it should either be full gang vs random (d6+3?) defenders plus reinforcements or a higher average random number of attackers (d6+6) vs defenders (D6+3).
Loot and Pillage can also end up with a seriously bad game for the attacker (2 attackers vs 6 defenders plus reinforcements) making for another first turn auto-bottle for the attacker. I would again go for full attacking gang vs (D6+2?) defenders with the defenders getting reinforcements as usual.
I know some of these changes were likely made a while ago but it has been a while since I played last.
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