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Post by drobuff on Jan 7, 2015 15:22:02 GMT -6
So what are everyone's thoughts on the command tokens? Do you like them, are the strategic use options too powerful. it seems like to me, everyone is going to use one of the two options 99% of the time. Being that this is tactical squad level game, i would have left that option out of the game system and added a few more tactical options.
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Post by scadugenga on Jan 7, 2015 15:57:59 GMT -6
Personally I like the idea.
The strategic use I honestly see only being done by the defending player to remove 2 orders from the player with the initiative.
And, given some ITS missions, I cannot see that as anything but a good idea. There are a couple missions where if you go second, you are almost guaranteed to lose.
Tactical use: I love the way new coordinated orders work. 1 order, 1 command token. No more getting coordinated orders all the freaking time. That was annoying to deal with.
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Post by drobuff on Jan 7, 2015 16:15:18 GMT -6
Personally I like the idea. The strategic use I honestly see only being done by the defending player to remove 2 orders from the player with the initiative. And, given some ITS missions, I cannot see that as anything but a good idea. There are a couple missions where if you go second, you are almost guaranteed to lose. Tactical use: I love the way new coordinated orders work. 1 order, 1 command token. No more getting coordinated orders all the freaking time. That was annoying to deal with. would you use that option for every game you lost initiative or just specific ITS missions where going second is the death of you?
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Post by Angron on Jan 7, 2015 16:38:58 GMT -6
I'm starting to think that the taking the use of more than one command away might be better. Taking away two order initially seems like the more obvious choice, but I don't think anyone's tried coordinated orders enough.
What if someone decided to coordinate a tag and some hi or some remotes. That's going to hurt. The two orders you took away are going to be somewhat mitigated by the efficiency in which your opponent is able to make up those orders through coordinated orders
Mmm oyori + three cheap keisotsu missile launchers.
Oyori halves the spitfire, and the missiles are burst one anyways.
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Post by jerimy on Jan 8, 2015 13:40:49 GMT -6
I thought we were going to talk about making actual tokens. We should make our team symbol into a token set.
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Post by scadugenga on Jan 9, 2015 8:13:37 GMT -6
Dave--sorry for the late reply. Yesterday was a hectic day.
It's situational, and likely dependant on a number of factors: Missions, terrain, and opponent army composition.
It wouldn't really be worth much say, in taking two orders away from one of Eric's Ariadna I-have-more-orders-than-God armies--since he wouldn't really notice the impact that much.
However, from an 8-10 order pool army including a TAG? I'd take that exchange in a heartbeat. Or really against any army that's set up for a Rambo-esque alpha strike. You want to mitigate that damage as much as possible.
But as Angron said--we haven't tried coordinated orders enough. Might be highly useful.
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Post by jmeis982 on Jan 9, 2015 9:54:29 GMT -6
I did use coordinated orders against Eric the last time.
They were nicely effective.
Sent from my HTC6500LVW using proboards
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Post by scadugenga on Jan 23, 2015 11:39:11 GMT -6
With the release of the HS/CP FAQ pdf--command tokens just became a more valuable resource.
The only way to re-establish a new/broken link team.
Thoughts on how y'all will factor that into token management?
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Post by jerimy on Jan 23, 2015 16:31:09 GMT -6
I was contemplating a command token swap list because I am not sure that the command tokens are that good for other stuff. The combined order is good but situation because of the reduction in shooting.
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