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Timmuilwijk

Posts: 164
Registered: March 2009
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New Command Cards
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Wed, 16 September 2009 21:13
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Hey Guys,
I already heard in other threads something about new Command Cards, requests from players etc.
I think that the current balance in cards is quite good, however I believe that there could be more cards added to enlarge the possibilities in moves. I was thinking that some tactic cards might be added as well as section cards to maintain balance.
I was thinking in tactic cards for example the following:
Armoured reconnaissance:
- Order 1 Armor unit, it can move (4 or 5 hexes) and fires 2-2-2
Paradrop
- Hold 1 infantry figure above the board and then follow airborne drop rules etc.
Do you guys have other ideas on this subject?
Tim
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nemesszili

Posts: 938
Registered: June 2008
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Re:New Command Cards
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Wed, 16 September 2009 22:35

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"Shore Bombardment"
In beach scenarios, if battleships are present, shuffle the card in the deck. It works exactly as an "Artillery Bombardment".
Maybe some more cards regarding reinforcements would be nice...
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Sgt Storm

Posts: 685
Registered: December 2006
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Re:New Command Cards
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Wed, 16 September 2009 23:24

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I think cards that add new units to the game, like para drop or reinforcements, might make scenarios (not designed for these effects) unbalanced. I think a better alternative is to design reinforcement rules or a framework for reinforcements and design scenarios around them.
But I am going to go ahead and suggest my own means to make games unbalanced. I would like to see more opportunties to heal units (I know there is a Hospital hex), so more medics and mechanics cards - maybe we just need more scenarios with Hospitals.
What about a card to repair armour (same as medics and mechanics really but applies to armour only). On the other hand, maybe new units that do that job at the expense of an order.
What about cards that give extra defensive capabilities on the next turn. I know there is a sandbag card. But what about other ideas. Say, trench digging and fortifications (after several turns if uninterrupted) or setting up road blocks etc. This would probably distort the historical aspect of the game somewhat, but I think scenarios should not necessarily follow historical accounts to the letter but make those accounts seem more realistic with minor embelishments (e.g., requiring hard objectives).
Along those same lines there could be cards (or units) that permit you to build structure like supply depots or hostpitals or whatever that would give additional powers.
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nemesszili

Posts: 938
Registered: June 2008
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Re:New Command Cards
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Thu, 17 September 2009 14:25

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May I suggest, that certain cards should be used for certain scenarios. Certain types of card decks should be used for different powers (like in Tide of Iron).
Americans should have the Paradrop card shuffled in that deck, which will be used only, if an Airborne operation takes place.
Every time, when an enemy unit is destroyed, you may take a new card from the "Support Deck" (that should be the name of that special deck).
Germans should have also reinforcements, so the game balance shouldn't be affected, instead it will be "repaired"! (when the Allies have more chance to win, then the Allies are obliged to discard all cards related to reinforcements.
Some operation cards are welcome too.
P.S. Market Garden just started on my battlefield, using the campaign, which I've created about the battle. Wish me luck! (even if I'm playing solo! )
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PanzerRunes

Posts: 228
Registered: January 2007
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stevens

Posts: 2725
Registered: February 2007
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Timmuilwijk

Posts: 164
Registered: March 2009
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Re:New Command Cards
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Thu, 17 September 2009 20:11

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These are nice ideas indeed, I like the idea of scneario specific cards which could be used. Not only for the fun, but also is it better than using all those rules, now just printed on a card you can use. I also like the idea of creating fortifications other than sandbags. I think that history would not be too greatly distorted, sometimes the defender did do just like that, but in other scenarios (North Africa) it would probably not fit in.
Tim
P.S. Yes, Market Garden has started today! Probably going to play some M44 scenarios, of course MoH Airborne. In my region (between Arnhem and Nijmegen, Elst, near Driel etc.) there are many activities in celebrating the 65th year after Market Garden. There is even a 13-year old boy in Driel who has made his own museum in a fruit barn, with a lot of stuff the citizens of Driel collected from the war!
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rasmussen81

Posts: 6071
Registered: July 2007
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Re:New Command Cards
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Thu, 17 September 2009 21:56

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"Strictly Recon"
Order 4 units of your choice. Units may move one hex further than usual but may not battle this turn. Terrain movement rules still apply.
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ad79

Posts: 773
Registered: September 2007
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Re:New Command Cards
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Sat, 19 September 2009 10:10

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| rasmussen81 wrote on Thu, 17 September 2009 21:56 | "Strictly Recon"
Order 4 units of your choice. Units may move one hex further than usual but may not battle this turn. Terrain movement rules still apply.
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I like this idea as a way to prepare for future turns.
I would be very worried about whats to come if my opponent suddenly decided to setup his troops like this.
Could be a great card to play before an Assault card.
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player569743

Posts: 3
Registered: September 2009
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Re:New Command Cards
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Sat, 19 September 2009 11:47

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courage is win ,what is new command cards ?
cheap rose online zulie
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nemesszili

Posts: 938
Registered: June 2008
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Timmuilwijk

Posts: 164
Registered: March 2009
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Re:New Command Cards
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Sat, 19 September 2009 15:51

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A command card:
New Equipment arrived at the front, you may equip one of your infantry units with an AT-gun or mortar (depending on scenario or other you can choose), and you may order the unit as well...
New section cards could be:
Left (1) Center (1) --- or 2 units
Left (1) Center (2) Right (1) etc. more like variating with numbers... (or more of the old cards, like pincer move and attack/recon cards for example)
Tim
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tank commander

Posts: 1788
Registered: October 2004
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Re:New Command Cards
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Sun, 20 September 2009 12:22
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I do not think you will see any new official command cards. I could foresee great difficulties of players still playing w/ the old deck vs a new one, if that every came to light.
Memoir' 44 has a good deal of variance now with special rules (often scenario specific) that are a lot easier to incorporate.
Adding new tactics / section cards, while on the surface appearing to be a good idea, could open a can of worms that few would willingly deal with.
Just my humble opinion.
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