Measuring Movement
Wow, that is a big one. One of Rogue Planet's key differentiators is that it doesn't employment measured movement. That has made for some very interesting gameplay, but also there appears to be a pattern developing. I'll call it tiggy: the shooty units are continually trying to avoid the bitey/cutty units, but given a confined battlefield, well eventually there's nowhere to run (because you can't outrun your opponent).What we've done: taken our 12 inch run template (measuring stick) from Terminator Genisys and used that as the maximum distance that can be covered by any one Move, Charge or Intercept Action. Otherwise, things work the same e.g., crossing terrain can be attempted but requires a Skill Check etc.
Observations: suddenly there's sense laying down sustained Machine Gun fire, because you can push the opposition out of Charge/Engagement range - that alone has made for some more... realistic? game-play. Also the melee focused forces are seeking cover as they advance, reducing opportunities for Op Fire. The board is opening up a little as well: we're finding that we can apply a little less terrain and there's more sense in some of the movement patterns of the units (smaller zig-zags as opposed to huge board-crossing jumps). The game might have slowed down the action a fraction, but having a single measuring stick that's employed for all movement is pretty damn quick.
Conclusion: on the balance I say it works. It's nice not having to worry about whether certain terrains end up reducing the distance you can travel - the universal Skill Check mechanism takes care of that factor - and even little Charlie 'gets it' game-wise a bit more than before. Maybe it tones down the abstraction some?
Individual Energy
Normally when generating a Rogue Planet Force, the Force's composition generates an Energy Pool that work like collective hit points - bang bang, I shot your Ork. No you didn't hurt him, instead I reduced my Energy Pool by 1 point. Mmm... when is that damn pool going to be used up so my careful tactical deployment can actually pay-off??Again a pattern has been forming. You almost can guarantee that few of your non-Group targeted attacks are going to result in the Target being destroyed outright in the early game, so you... might try to bleed the pool rather than play the game, because early-on every bloody unit's feeling like a hero.
What we've done #1: given Energy to the Unit. A non-power Armoured, non-power Weaponed, Light Armoured Unit has 1 Energy, it's Medium Armoured brother 2 etc. Groups continue to have nil Energy.
Observations: the majority of Units (being Light Armour) now have 2 Hit Points. It also makes the idea that unarmoured units have 1 Hit Point i.e. hit them successfully and they're gone. That means typically two successful attacks are required to destroy them. That seems to be okay. There's now more reason to concentrate your fire or melee than before, especially in the early game. BTW Light Armour makes a Unit more susceptible to taking multiple damage points from an attack or even dying outright from a Critical Success - so the 2 Points doesn't really feel the same as it would in something like W40K.
Conclusion: on the balance I say it works. There's a little bit of counter build-up now - presently we're keeping them off-board - but it doesn't feel too bad. We've even trialled it like Groups or Pawns i.e. using additional models to represent the Hit Points e.g., a Light Human Guard Unit would be represented by 2 models, not one - it surprisingly works and adds to the horde effect some.
We played a basic 250 Credits a side game: hi-tec Human Corporate guys fielded 5 models (three shooters, one power suit and one hero power suit + power weapon) vs the savage lizardmen force of 15 models! (1 Group of 4, 5 Light Units (therefore 10 Models) and a mounted Leader). That was kind of cool I must say.
Where it gets a bit iffy is how that translates to Hero/Leader longevity - previously they could share the Pool which would mean they'd often remain in the Action until the end game. One thing we've tried is allowing the Hero to (1) convert Action Points into Energy to offset damage and (2) steal their minions Energy to offset damage. I kind of like the stealing energy bit - it could be tied into the narrative quite easily i.e. seeing the hero/leader getting shot up would be demoralising to the rest of the force...
Neither has stuck me as perfect at present... but that could be a bias kicking in e.g., I want Heroes to remain in the game as long as possible, but I also want the game to throw unusual, hero-less situations into the mix on occasion. Maybe we'll try a Action Point penalty for otherwise destroyed Heroes e.g., all Actions performed by a Hero once they've run out of lives are performed at x2 or x3 penalty - like Brett's game The Battlefield - which would discourage you from continuing to utilise the same because of their high activation cost...
Watch this space.
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