jrv
Forum Guru
A rose you say? Then I agree.A rose by any other name ... -- jim
JR
A rose you say? Then I agree.A rose by any other name ... -- jim
I like the risk of a module being cancelled because of a double red. It adds spice - and it works to your benefit as much as the opponents.
What seems odd to me is;
Y'all too much control freaks. Embrace the chaos.
- losing battery access and a black chip because you put your AR somewhere where you didn't have LOS to the base height. Why not just delay things a turn without losing the chit?
- You have a perfectly good fire mission set up, announce your intention to shift your SR and convert to FFE but it then deviates somewhere the observer cant see and is cancelled. Instead of melting the stacks my opponent had there. Took the chance when said fire for effect. Let it stand.
- All artillery fires deviate a maximum of 240 metres and when they do at exactly 60 degrees from the aim point. Seems some nationalities should deviate twice....plus artillery deviates more longitudanally than laterally...
Off the top of my head, doesn't Lone Canuck do this in some of their products? I like this one too.A modified OBA rule is the only house rule my friends and I use. Similar to Steve's but not the same.
After second red is drawn, the two red go back into the draw pile along with one additional red for each black that was previously pulled. After that every red goes back in plus one for each black since the second red. So if you have already received a good number of fire missions it gets even harder to get another one. If you have not pulled any ( or very few) black you continue to have a good chance to draw black. Creates a bit of a sliding scale. The likely hood is tied to the amount of success. You will never lose the chance to get a fire mission 100% but the chances get much worse if there was a lot of previous success.
EX- ( 8 black / 3 red starting deck) Draws = Black, Black, Red, Black, RED. Deck now becomes 5 black / 6 red. Continuing - Black, RED. Deck is now becomes 4 black / 7 red. And so on.
This has worked well for many years.
Seth
I don't mean the same module. I mean overall - your opponent will draw two reds as often as you will, and you can exploit that - as often as he can exploit your OBA not working...How does drawing (or the possibility of drawing) a double red and losing OBA work to both sides benefit?
Personally I think the OBA rules are completely out of wack to begin with.
Seth
Maybe if you would all use precision cards, everything would be so much better?If you don't get OBA, you don't get it. Play on.
Total agreement. The smaller the scenario the greater the impact of the DDR (dread double red).You can't convince me that a scenario that has OBA on the card is balanced if I get two red cards as my first two pulls. If it is still balanced, then take it out. Getting it unbalances an otherwise good scenario. If it isn't balanced without the OBA, then protect me against a double red, which is what the Pleva variant does. I believe Steve has done the math and the mission count doesn't vary too much from one to the other at around 6 turns or less. You would have to ask Steve for the math (or get someone smarter than I to do it).
Personally, unless there is an SSR to the effect "The first card is black", I won't play an OBA scenario without these rules in play for the above stated reason. JMO, YMMV. -- jim
Totally agree with Seth, as a designer, nothing can unbalance a scenario more than whether or not you not only get your OBA, but how many fire missions do you get and how and what does it get placed on. Makes all the difference in the world and makes balancing that scenario a difficult thing to say the least, Vic.If a scenario has OBA it is almost always critical to the balance. If the fire missions go down the middle then all is fine. But no OBA or too much OBA tends to break the scenario. The extremes of OBA are much more telling and difficult to recover from than other extremes such as a bunch of malfunctioned weapons.
A lot of the early scenarios that had OBA suffer from this problem even more than recent ones.
Seth
My friend, you’re getting toooo close to heresy.. ?. Wellcome to the dark side!!!And there should be a rule to disallow special ammo depletion as well. I would strongly recommend a change to that rule to the effect that once one has rolled for special ammo but it would normally have been depleted, just simply reduce the special ammo for that ordnance piece by one. Nothing ruins a scenario faster than having a weapon with a s9 and rolling a 10 on its initial shot. Your opponent now knows that this is out of the action for its intended purpose and it adversely effects your whole game plan (and for units with limited AP or HEAT its an even worse situation). Perhaps disallowing a disablement of any weapon system should seriously be considered.
Jest put aside, one could have depletion rolls made one shot in advance : the DR is the result of the next shot.And there should be a rule to disallow special ammo depletion as well. I would strongly recommend a change to that rule to the effect that once one has rolled for special ammo but it would normally have been depleted, just simply reduce the special ammo for that ordnance piece by one. Nothing ruins a scenario faster than having a weapon with a s9 and rolling a 10 on its initial shot. Your opponent now knows that this is out of the action for its intended purpose and it adversely effects your whole game plan (and for units with limited AP or HEAT its an even worse situation). Perhaps disallowing a disablement of any weapon system should seriously be considered.
Play Risk.And there should be a rule to disallow special ammo depletion as well. I would strongly recommend a change to that rule to the effect that once one has rolled for special ammo but it would normally have been depleted, just simply reduce the special ammo for that ordnance piece by one. Nothing ruins a scenario faster than having a weapon with a s9 and rolling a 10 on its initial shot. Your opponent now knows that this is out of the action for its intended purpose and it adversely effects your whole game plan (and for units with limited AP or HEAT its an even worse situation). Perhaps disallowing a disablement of any weapon system should seriously be considered.
Pleva rules allow repair on a 1 or 2 and a 6 doesn't X the radio. -- jimThere also should be a rule which prohibits radio disablement.
The dreaded 6 repair dr has the exactly similar effect as the dreaded red card draw.
I wonder how many house rules would be needed to have the game work along the wishes of success and stability of some players.
That said, the Pleva rule makes sense and could have been included in the system from the beginning.
Which is logical, along the line of the non definitive aspect of drawing a second permanent red card.Pleva rules allow repair on a 1 or 2 and a 6 doesn't X the radio. -- jim