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Looks sweet. Is that foam board? It looks pretty sturdy. I'm a big fan of 3D terrain like that because I have been playing for a few years against the same 3-4 people and it can get a bit old without some fun new elements brought into the mix.
Looks sweet. Is that foam board? It looks pretty sturdy. I'm a big fan of 3D terrain like that because I have been playing for a few years against the same 3-4 people and it can get a bit old without some fun new elements brought into the mix.
This building is very thin plywood.
I am working on a "random" board. Where you deal out tiles (5x5) flip and that is your board. Do not have all the tiles ready yet.
I was also thinking of adding goals/objectives to the game. Have not fully figured it out yet. Trying to avoid the "run to the middle" and kill each other. Maybe draw an objective (or more than one) to do before everyone is "KO". Each objective is different/random and hidden from other players. Get extra points for achieving them. Maybe lose points for not achieving them....
Current thoughts on making the game more exciting.
We played with objectives for a while, can't really say why we stopped, actually.
We used the classics: Try to kill/Protect a certain bystander or stand in piece, similarly, a scenario where something, like a bomb, must be reached and destroyed before a certain round or time limit, Rescue missions.
We got most of our ideas from mission based video games. I always liked ones where you came up with some excuse to get something and return to your starting area without getting all your men killed. You can make it more difficult by giving the defending player a slightly higher Build Total.
Removable/Changeable terrain elements add a lot. Keep it going.
We played with objectives for a while, can't really say why we stopped, actually.
We used the classics: Try to kill/Protect a certain bystander or stand in piece, similarly, a scenario where something, like a bomb, must be reached and destroyed before a certain round or time limit, Rescue missions.
We got most of our ideas from mission based video games. I always liked ones where you came up with some excuse to get something and return to your starting area without getting all your men killed. You can make it more difficult by giving the defending player a slightly higher Build Total.
Removable/Changeable terrain elements add a lot. Keep it going.
Did you have special rules? How did you set that up?
Did you have special rules? How did you set that up?
Usually we didn't have special rules, unless the objective was to destroy an object, then we had to put a Defense Value on it and say how many hit points it had.
Really, the only time we used special rules was when we went full-on RPG with it. When we did that, we'd make the objective for one team to find and defeat a boss type character. Then the other player, in more of a Dungeon Master type role than player, would secretly decide where he/she wanted their men, but wouldn't place them. They'd get placed as they were encountered and Line of Sight to them was first aquired. We did a fun one that took place on Asteroid M and the objective was to find and defeat Magneto. If any wall representing the hull was destroyed we had a rule to simulate everyone in that room potentially getting sucked out into space. If you were in the room when it lost pressure you had to roll to see if you got out in time.
Sky's the limit with special rules really. The best one's relate directly to the terrain. Just like many of the actual clix maps. My favorite rule was one where character's who were knocked back and hit a wall could break and fly through the wall if they would have been knocked back 3 or more spaces. Basically deduct 3 from the number of spaces to be knocked back, turn that 3 into damage done to the wall, and then knock back any remaining spaces. Knocking a piece through a 3D wall with a break-away element is sooo much fun.
I don't know if you have much experience playing table top role playing games, but Heroclix lends itself to it really nicely. Especially with interactive terrain and an objective.