Unit Types in Fantasy Triumph

Discussion of the upcoming fantasy version of TRIUMPH!
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Greyhawk Grognard
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Re: Unit Types in Fantasy Triumph

Post by Greyhawk Grognard » Sat May 30, 2020 4:47 pm

Excellent, thanks for the insight into the direction you're going with this.

Really looking forward to it!
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Macunaima
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Re: Unit Types in Fantasy Triumph

Post by Macunaima » Tue Jun 02, 2020 2:31 pm

Regarding situations like the Witch King at Pelenannor fields, you could have a “The Doom that Came to...” battle card. Before the battle, one unit is secretly designated as carrying the doom and it shatters the Power in combat.
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David Kuijt
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Re: Unit Types in Fantasy Triumph

Post by David Kuijt » Tue Jun 02, 2020 6:56 pm

Macunaima wrote:
Tue Jun 02, 2020 2:31 pm
Regarding situations like the Witch King at Pelenannor fields, you could have a “The Doom that Came to...” battle card. Before the battle, one unit is secretly designated as carrying the doom and it shatters the Power in combat.
"Gotcha" cards are generally bad for games. The focus ends up being more on the trick than on the battle. There is a very good reason why we don't have any "surprise" battle cards.
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Re: Unit Types in Fantasy Triumph

Post by RogerCooper » Tue Jun 02, 2020 9:42 pm

Macunaima wrote:
Tue Jun 02, 2020 2:31 pm
Regarding situations like the Witch King at Pelenannor fields, you could have a “The Doom that Came to...” battle card. Before the battle, one unit is secretly designated as carrying the doom and it shatters the Power in combat.
The Witch-King seemed rather overconfident. He could be killed by a Woman, Halfling, Elf, Dwarf, Horse, Wizard, Ent or an Orc with really bad aim.
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David Kuijt
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Re: Unit Types in Fantasy Triumph

Post by David Kuijt » Thu Jun 04, 2020 2:59 am

RogerCooper wrote:
Tue Jun 02, 2020 9:42 pm
The Witch-King seemed rather overconfident. He could be killed by a Woman, Halfling, Elf, Dwarf, Horse, Wizard, Ent or an Orc with really bad aim.
I suspect that has a lot to do with why he spent so much time in warfare with the Kingdoms of Men. And why he led several voter drives against the Equal Rights Amendment in Arnor.
DK
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Dekelia
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Re: Unit Types in Fantasy Triumph

Post by Dekelia » Thu Oct 22, 2020 3:16 am

Rod wrote:
Sat May 30, 2020 12:38 pm
One concept is to have them on a round base because they do not have a formation, so no flank or rear. We are currently doing some playtesting of some of the other basic fantasy rules and hope to get to powers soon.
One thing you could consider along these lines is making these powerful individual heros more like markers that can attach to units to enhance them. Warmaster did something.like that and it worked really well. It would be similar to how the general stand gives a unit a +1 to combat, except the hero can move to different units. In Warmaster, they could do powers (spells, etc) when not attached but could not fight on their own. If they were contacted by a unit, they were forced to attach to a unit within some distance. If they were attached to a unit that lost combat, there was a chance they would die in that combat (something like 1 in 6). Good rules and I think would work well with Triumph.
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Re: Unit Types in Fantasy Triumph

Post by David Kuijt » Thu Oct 22, 2020 8:49 am

Dekelia wrote:
Thu Oct 22, 2020 3:16 am
One thing you could consider along these lines is making these powerful individual heros more like markers that can attach to units to enhance them. Warmaster did something.like that and it worked really well. It would be similar to how the general stand gives a unit a +1 to combat, except the hero can move to different units. In Warmaster, they could do powers (spells, etc) when not attached but could not fight on their own. If they were contacted by a unit, they were forced to attach to a unit within some distance. If they were attached to a unit that lost combat, there was a chance they would die in that combat (something like 1 in 6). Good rules and I think would work well with Triumph.
Never played Warmaster, but that is very similar to what we're looking at.
DK
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