- Dec 5, 2021
You make some great points. I think I will change the Reinforcement (X) rule as follows.Reinforcements (X)
"After a priority roll, players randomly select D3 fighters from their gang reinforcements in order of priority. At the start of the action phase, players take turns placing their chosen fighters, no more than 3" from the edge of the battlefield and no more than 12" from enemy fighters, in order of priority. If this is not possible, deploy your reinforcements as far as possible from the enemy fighters within 3" from the edge of the battlefield."
"Reinforcements sent out this round can only be activated once the player has no other units left with ready markers. Reinforcements that come out this round cannot initiate a group activation or participate in a group activation."
This is just the YCE rules but I took off the requirement to have them on the ground floor. I forgot there was already reinforcement rules in the core rules and really like how they are better than the base game.
You are absolutely right that the Equalizers and other catch up mechanics already make up for this. I'll remove it from the list.Something to Prove
I really want a set of rules to determine a sort of NPC component so that a third party is not always needed. I just want to have these as a cool option to create a bit of variety without needing another person. You are right however that I should not focus on these while I work on the main rules and something I can test. I will put these to the side and maybe later make 3 scenarios that involve them so that players can select them if they want.
I do not really have the models to implement these rules on the tabletop so it is more aspirational anyway. They seem complicated but I really like Trashwizz's implementation because it really is just "roll and look at the chart" .
My intention with these rules is to make the position of enemy units unknown. These "Blips" serve as possible spawn points where fighters can position themselves and cause havoc. If in the right position, it also allows fighters the ability to start a large and consequential group activation. I think this is at least a good drafted solution to create a bit of hidden information in the game. I do not think that it is too much rules (of which the NPC rules definitely are). If anything, I might implement the following changes if you think they seem like good ideas.Fog of War (X)
- Fighters forcibly revealed do not gain the pinned or ready markers
- All "Blips" get the following action
- Disappear (Basic): Remove the "Blip" from the battlefield
The hidden information with the "Blips" is the final location of enemy fighters and I think that is a pretty consequential effect. I do not want to give up on this mechanic yet and instead wat to implement it in some scenarios to give it a shot.
I think my next goal is to create a list of scenarios and format the scenario special rules in the actual document.