Post by vladdswrath on Feb 14, 2007 13:17:09 GMT -5
And now for all you warmongers, the new Fight Club card...
#6 Warfare II
Primary Ability: High Alert
Place the High Alert token in a system. Your ships in the system with the token gain +1 movement and +1 on all combat rolls. If you move any ships from this system, you may move the token with them. Remove the token from the board at the start of the next Status Phase.
Secondary Ability: Reinforce
Spend 1 Command Counter from your Strategy Allocation area to move up to two of your ships from unactivated systems into any adjacent systems you control. This does not activate the destination system(s).
Original
#6 Warfare
Primary Ability: Major Offensive
Immediately retrieve one of your Command Counters from the board and place it back in your Command Pool.
Secondary Ability: Patrols
Spend 1 Command Counter from your Strategy Allocation area to chose one or two of your Destroyer/Cruiser units anywhere on the board. Each unit may now move to an adjacent empty (non-home) system. Then place one of your Command Counters from your reinforcements in each destination system.
Overall I think this card is a big improvement. The +1 move from the Primary Ability is essentially the same thing as the original, effectively letting you move a fleet 2 spaces (up to 4 with the right techs). You lose the ability of building then attacking (Activation token doesn't clear), but gain the ability to jump through previously activated systems (you are moving 2 spaces (maybe 3 or 4) at once instead of the 1 space twice). The +1 attack might be overkill, but it seems the resources to build new units with are more plentiful with the expansion so the higher attrition this will cause may not be as hard to deal with as it first seems.
One aspect that I really like is the ability to use this card DEFENSIVELY. Nothing says you have to use your bonuses to attack. You could use the additional move to bring a fleet back from Mecatol Rex to defend the Home World in one move (with tech), the +1 attack to discourage the would be invader is just gravy.
I also like the Secondary Ability, it allows a threatened player a last ditch effort to gather up a defensive force after the active player initiates the High alert token. It is also much less limiting than the original. A savy player can also use the secondary to strengthen his own aggressive play by consolidating a freshly built little fleet into a larger Task Force.
These new cards were designed with the intent of providing more player interaction, and I think it's working...
-Vladd
#6 Warfare II
Primary Ability: High Alert
Place the High Alert token in a system. Your ships in the system with the token gain +1 movement and +1 on all combat rolls. If you move any ships from this system, you may move the token with them. Remove the token from the board at the start of the next Status Phase.
Secondary Ability: Reinforce
Spend 1 Command Counter from your Strategy Allocation area to move up to two of your ships from unactivated systems into any adjacent systems you control. This does not activate the destination system(s).
Original
#6 Warfare
Primary Ability: Major Offensive
Immediately retrieve one of your Command Counters from the board and place it back in your Command Pool.
Secondary Ability: Patrols
Spend 1 Command Counter from your Strategy Allocation area to chose one or two of your Destroyer/Cruiser units anywhere on the board. Each unit may now move to an adjacent empty (non-home) system. Then place one of your Command Counters from your reinforcements in each destination system.
Overall I think this card is a big improvement. The +1 move from the Primary Ability is essentially the same thing as the original, effectively letting you move a fleet 2 spaces (up to 4 with the right techs). You lose the ability of building then attacking (Activation token doesn't clear), but gain the ability to jump through previously activated systems (you are moving 2 spaces (maybe 3 or 4) at once instead of the 1 space twice). The +1 attack might be overkill, but it seems the resources to build new units with are more plentiful with the expansion so the higher attrition this will cause may not be as hard to deal with as it first seems.
One aspect that I really like is the ability to use this card DEFENSIVELY. Nothing says you have to use your bonuses to attack. You could use the additional move to bring a fleet back from Mecatol Rex to defend the Home World in one move (with tech), the +1 attack to discourage the would be invader is just gravy.
I also like the Secondary Ability, it allows a threatened player a last ditch effort to gather up a defensive force after the active player initiates the High alert token. It is also much less limiting than the original. A savy player can also use the secondary to strengthen his own aggressive play by consolidating a freshly built little fleet into a larger Task Force.
These new cards were designed with the intent of providing more player interaction, and I think it's working...
-Vladd