ian.
Moderators: Cartographers, Global Moderators

Yep that sounds like a small problem I will look at the numbers again. I like the possibility of starting the car locations already under player control but maybe I could start them at 1 so you would be forced to start reinforcing them immediately. Also starting the pit equipment at 5 neutral might fix this. The +7 for the 3 car locations was so that you could use 3 to reinforce the car locations as they will loose one per turn and then have 4 leftover. Maybe +5 is a better number. I think the pits crews could start with 3.iancanton wrote:in a quads game, i assume that each player starts with 1 car and 1 pit crew. if player 1 receives +7 for retaining his car positions, then he can deploy 10 troops on his crew, making 20 total, conquer one of the tools, then knock out the car bonus of player 2 and player 4, leaving team 2 crippled. u'll need to reduce the number of starting troops on the pit crew, as well as make part of each car start neutral, to stop this from happening.
ian.
dolomite13 wrote:I like the possibility of starting the car locations already under player control but maybe I could start them at 1 so you would be forced to start reinforcing them immediately.
dolomite13 wrote:Also starting the pit equipment at 5 neutral might fix this.
dolomite13 wrote:I think the pits crews could start with 3.

dolomite wrote:Connections
- One track location can attack all pit locations (location 26).
- One track location can be attacked by all pit locations (location 1).
- All pit locations can one way attack all pit equipment.
- All pit equipment can bombard all car locations (fuel, engine, tires).
- You can attack all of your car locations (fuel, engine, tires) from your pit location.
- All pit crews can bombard each other.






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