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Old March 20th, 2019, 02:12 PM
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Re: Coop/Solo Rules - Brainstorming

Ooh, I'm intrigued... Let's jump in! (My thoughts in Red)
Quote:
Originally Posted by IAmBatman
COOP RULES
Requires: 5 Tactics Cards, 4-sided die.

Enemy A.I.

Step One: Heroes place their Order Markers for the round

Step Two: Draw a Tactics Card and roll for Order Marker placement

So far so good, I'm gonna edit the order you say things to help it read clearer.

Tactics Cards:

Leader: Instead of rolling for initiative, place all Order Markers on the Army Card of whichever Army Card can activate the most figures during a turn. If there is a tie, roll initiative for all tied cards.

Assault: +8 to the roll of any figure in range to attack.

Lockdown: +8 to the roll of any figure close enough to move into engagement in a turn.

Champion: +8 to the roll of the highest point figure(s).

Reinforce: +8 to the roll of any figure in the start zone.

Roll D20 for “initiative" four times for each enemy Army Card in play. The Each initiative winner gets a random Order Marker (1, 2, 3, or X) placed on it. Repeat this process until all Order Markers have been placed. These may be viewed at any time.

Step Three: Heroes and Enemy Army roll for initiative

Step Four: On Enemy turn, roll 4-sided Die. 4 = X. Whatever number is rolled, find the corresponding Order Marker on an enemy Army Card and swap it with the correct Order Marker for that turn. (So on turn 1, if you roll “4,” swap the “X” Order Marker with the “1” Order Marker, then reveal the “1” and take a turn with that enemy figure).
If you roll a number on the 4-sided Die that has already been revealed for the round, simply reroll until you roll a number that has not.
It takes a few readings to figure out what you're actually saying here lol Lemme take a crack at it...
Quote:
At the start of the enemy turn, roll the 4-sided die. Take a turn with the corresponding card (4=X), then remove that Order Marker from that card. If you roll a number that is no longer in play, roll again until you roll a number in play.
Less moving around OMs while still giving you the random factor. You could either choose to only play 3 OMs, or honestly I feel like letting them play all four OMs captures the feeling of enemies using numbers to overwhelm while also making up for the handicap of AI controlled enemies.


Step Five Resolving Order Marker-Related Powers: When you have to choose or affect an enemy Order Marker, simply choose an Order Marker on one of the enemy Army Cards., ignoring the number on it, and roll the 4-sided die until you roll the number of an Order Marker that has not yet been revealed. Swap the chosen Order Marker with the number of the Order Marker you rolled and affect that Order Marker according to your special power.

With my proposed OM system, OMs that have been used are removed. This runs into an issue with "stunning" powers, but I think this is something that would resolve itself if we had all 4 enemy OMs be "live".

Step Five: After revealing an Order Marker for an Enemy turn, use the Tactics Card to guide the play of that card.

Leader: Take a turn with as many figures as possible. If you could choose between two different figures to take a turn with, choose the one with the highest point value first, then choose the one able to attack the most enemy figures on its turn next. If there is still a tie, use the 20-sided die to break it.

Assault: Use this card to attack as many Hero figures as possible, whether with the figures on this card or any other figures they can activate.

Lockdown: Use this card to move as many enemy figures as possible into engagement with Hero figures. Attack normally.

Champion: Use this card to attempt to cause the maximum amount of damage possible on a single Hero figure.
How do we choose which Hero to attack?

Reinforce: Use this card to move as many Enemy figures as possible as close to engaged Enemy figures as possible. Attack normally.
Overall I love the ideas, but it feels like the OM placement needs to be streamlined. I could also see a system where each enemy army card is assigned a role, (as per the tactics cards), the tactics card drawn for the turn determines OM assignment bonuses, and then on the individual army card's turn they follow the tactics they're assigned. This helps avoid unthematic plays like the Hired Guns going on Lockdown. Granted, I also feel like the assigned roles would work better in scenarios/campaigns. I can't wait to see where this goes!
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