Excellent, thanks for the insight into the direction you're going with this.
Really looking forward to it!
Unit Types in Fantasy Triumph
- Greyhawk Grognard
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Re: Unit Types in Fantasy Triumph
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.
- David Kuijt
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Re: Unit Types in Fantasy Triumph
"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.
DK
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Re: Unit Types in Fantasy Triumph
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.
- David Kuijt
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Re: Unit Types in Fantasy Triumph
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.RogerCooper wrote: ↑Tue Jun 02, 2020 9:42 pmThe 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.
DK
Re: Unit Types in Fantasy Triumph
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.
- David Kuijt
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Re: Unit Types in Fantasy Triumph
Never played Warmaster, but that is very similar to what we're looking at.Dekelia wrote: ↑Thu Oct 22, 2020 3:16 amOne 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.
DK