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Post by superflytnt on Jun 29, 2008 7:59:23 GMT -5
Here's the final draft, for approval or amendment... Requirements:To Play CTF, you require a 36"x36" area, (optionally) a Battle Case, a Flag device, and some Attacktix Figures. No "Effect Droids" may be used. Setup:To prepare to play, get a 36"x36" area designated as a play area, and set the battle case (optionally) in the center of the play area. Put the flag in the center of the play area on the battle case (if present). Next, you need to select 2 equal teams based on points value, but with no less than 3 figures. Each team will put 3 of these figures on the start line of their side of the play area. This is your starting lineup. The remainder of each players teams will sit in the reserve area. How To Play:One side, once determined to take the first turn, shall move as many figures as they desire up to 8 Tix, regardless of the printed speed on the figure. 8 Tix is the maximum movement rate of any figure in CTF. After all desired figures have moved, the player may fire as many attacks as they are allowed. At the end of this turn, the opposing player may move. Upon both sides taking their first turn, players may bring one figure each in from their reserve area each turn, but with no more than 4 figures per side in play at once. In no instance may one team have more than 4 figures in play at any time, even if a Special Power activation would call for it. Figures being brought into play, recruited, or rescued may be placed anywhere on their start line. Figures that are defeated are to be placed into the player's reserve area upon their defeat. Even from the start of play before the first turn all figures in that are in the reserve area are to be considered both in Back-Ups and in the Defeated Area simultaneously for the purposes of resolving special powers. Play continues until one team has successfully brought the flag across their start line by moving the flag bearer completely across the start line (of it's own volition, not by the action of another figure) which ends the game. The first team to accomplish this task is the winner. Special Powers:Special Powers are in effect this game and can be played normally, except in the case of a figure's power bringing in more figures to play than the maximum of 4. Flag Capture:If a figure's base makes contact with the flag, they may choose to take possession of it, and any figure in possession of the flag may not attack while they are in possession of it. As soon as the figure picks up the flag it's movement is ended for the turn, and picking up the flag also counts as one attack for the team. If a figure is defeated while bearing the flag, EVEN IF THAT FIGURE RECOVERS, the flag is to be immediately moved to the flag starting position at the center of the play area. Flying Figures:Figures that have the flight ability may NOT pick up the flag when flying, nor may they cross the Start Line while flying. Both actions require the base of the figure to perform the stated activities. Battle Case:If the Battle Case is in play, there is a special consideration - the steps molded into the edge of the case are to be considered the only path to the higher level(s). If a figure uses these steps to rise or to descend the step itself will cost the figure 1 Tix of movement. Battle Case Turret:If a turret is available, the turret is to be placed in the center of the field where the flag usually resides, and can be operated by a figure whose base is in contact with it, counting as one attack when fired. If the flag bearer is defeated, the flag is replaced as noted above and the turret removed.
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Post by Cona Chris on Jun 29, 2008 9:48:05 GMT -5
I like it - great job on summarizing Mr. TNT!
I do have some clarifications I think we should add:
"No "Effect Droids" may be used" - this would include R2-D2 and Medic Droid - I would just say "No R2-Q5 allowed".
I didn't see where it says you can bring back someone who was defeated - a figure can be brought back after it is defeated (or from your "Back-Ups") as part of your "new figure" each turn.
And I thought about special powers, specifically the following:
1) Vanquish - if Venom comes up white, who can he vanquish since any figure can return to the game - can he vanquish figures in the backups that haven't been in play yet? And does that mean the vanquished figure can't ever come back into play?
2) Swap - if Mystique comes up white - can she take any figure from the opponents pile, or just those that haven't been in play yet?
3) Rally - can you Rally anyone or just those that have been in play?
4) Recruit - can you Recruit anyone or just those that haven't been in play yet?
My proposed solution (which is probably incredibly obvious) - you keep figures as "Back-Ups" (those not in the game yet) and "Defeated" (those that are defeated) - rather than in one big pile - to eliminate any confusion with specials.
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Post by Radar on Jun 29, 2008 10:59:18 GMT -5
It looks great, but if we have an 8 tix speed limit, is the need for effects ban on R2-Q5 or any other effects droid really necessary?
I think Chris is right, if we bundle up the back-ups and defeated, we have to answer a bunch of new questons. I think it would be far easier to just regen out of the defeated pile and hope a special activates someone from the back-ups.
Are we counting both projectile fired from the turret as one attack?
Finally, I think picking up the flag should be optional. "If a figure's base makes contact with the flag, they take possession of it..." I think "they MAY take possession" will give the players more options and be more fun.
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Post by ionicdesign on Jun 29, 2008 11:15:44 GMT -5
I think Chris is right, if we bundle up the back-ups and defeated, we have to answer a bunch of new questons. I think it would be far easier to just regen out of the defeated pile and hope a special activates someone from the back-ups. Agreed, when play testing we did it from a separate defeated pile, else confusion can/would ensue. I thought so, that's how we play tested. Maybe, a fun part of the game is a. figuring out how to attach the flag and b. Not being knocked over immediately because of the added target. As much as I am for options usually, I think the flag needs to be attached to the capturing figure.
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Post by Radar on Jun 29, 2008 12:17:06 GMT -5
Agreed, if someone wants the flag, they need to carry it, but If a figure gets bumped into the flag, or wants to use a few figures as cover around it, they should be free to not pick up the flag. I just think you shouldn't be forced to pick it up until you are ready.
Oh, one more question. Does a figure with the flag have to tix across the start line to win, or can I use one of my own figures attack (jedi knight lightsaber) to send them flying across the table for the win? I would think the former.
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Post by ionicdesign on Jun 29, 2008 12:40:15 GMT -5
Agreed, if someone wants the flag, they need to carry it, but If a figure gets bumped into the flag, or wants to use a few figures as cover around it, they should be free to not pick up the flag. I just think you shouldn't be forced to pick it up until you are ready. Ah I see, I don't have any problem with that, the flag need not be claimed until a player wishes to do so, sure. Agreed, I think that the flag bearer needs to cross the finish line of their own power, not being propelled by a teammate…although I would guess most of the time being propelled would cause the flag bearer to be defeated (and thus the flag would go beck to the center). SO If a player wants to risk it, and think they might be able to actually get the flag bearer to land, upright, past the starting line, why not .
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Post by superflytnt on Jun 29, 2008 12:51:03 GMT -5
Ok, wow....
1. Effect droids are out altogether because of this: Q5 would double the 8, making it a lame game. Medic would 99% of the time be useless, as there is a 4 fig maximum. R2D2 should be playable, but to make it a level field let's just stick with NO DROIDS.
2. Vanquish figures would be useless - there's no defeated pile so there's no possibility to vanquish. The problem is that if we go the other route it becomes "Who kills who first wins" and defeats the CTF aspect.
3. Picking up the flag is optional.
4. I see no reason to stop figures from crossing the line by being bumped, but we should add a provision that the figure has to be ALIVE at the end of that player's turn. No, on second thought I could just put a OB1S2S at the flag, launch him from the top, then he comes back alive and the game is over. I will add "MUST CROSS OF OWN VOLITION".
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Post by Radar on Jun 29, 2008 13:07:13 GMT -5
OK, I got more. The 8 tix maximum, is that preventing figures with more than 8 tix from being used or does it allow all figures (clone troopers, Optimus prime, etc) to move 8 as well?
"take the first turn, shall move as many figures as they desire up to 8 Tix, the maximum movement rate of any figure in CTF."
That leads me to believe everyone can move 8.
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Post by Cona Chris on Jun 30, 2008 8:48:35 GMT -5
OK, I got more. The 8 tix maximum, is that preventing figures with more than 8 tix from being used or does it allow all figures (clone troopers, Optimus prime, etc) to move 8 as well? "take the first turn, shall move as many figures as they desire up to 8 Tix, the maximum movement rate of any figure in CTF." That leads me to believe everyone can move 8. Yes - it's a universal speed, everyone (clone troopers and Darth Vader) all move 8. 2. Vanquish figures would be useless - there's no defeated pile so there's no possibility to vanquish. The problem is that if we go the other route it becomes "Who kills who first wins" and defeats the CTF aspect. If there isn't a defeated pile, then I think we have all kinds of questions as to how to use specials - if we get Rally, can we bring anyone back? If we get Recruit, can we recruit someone can was defeated already (how do you know otherwise since everyone is in one big pile)? Finally, it may be that this is the intent but I want to be clear in the rules - that a figure holding the flag who recovers (including Venom or Blackheart via Vanquish) gets to recover but the flag goes back to the middile since they were defeated. Otherwise, SW2/37 Kenobi (and other figures with a high recover ratio) would be a beast in this game.
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Post by superflytnt on Jun 30, 2008 11:10:59 GMT -5
I'm thinking that it's actually pretty simple. The Backups and Defeated Area are actually synonomous. If a figure exists in the 'community pile' on your side then a Vanquish can happen and permanently eliminate that figure from the pool. Pretty slick, really. Then all powers can be used.
I thought of this last night....I think it's the solution.
Shi7e - forgot to answer the second. KD=D if you remember (although you weren't on board then) and thus if Obi Wan is knocked down and recovers, the flag has to go back as he has been defeated.
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Post by superflytnt on Jun 30, 2008 11:22:24 GMT -5
I have amended the post at the top of this page (Page 74) which will serve the purpose of being the master document.
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Post by ionicdesign on Jul 7, 2008 12:01:32 GMT -5
So is everybody happy, all issues with CTF sorted out?
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Post by superflytnt on Jul 7, 2008 13:23:51 GMT -5
THE LAST WORD ON THE LAST RULING.... Requirements:To Play CTF, you require a 36"x36" area, (optionally) a Battle Case, a Flag device, and some Attacktix Figures. No "Effect Droids" may be used. Setup:To prepare to play, get a 36"x36" area designated as a play area, and set the battle case (optionally) in the center of the play area. Put the flag in the center of the play area on the battle case (if present). Next, you need to select 2 equal teams based on points value, but with no less than 3 figures. Each team will put 3 of these figures on the start line of their side of the play area. This is your starting lineup. The remainder of each players teams will sit in the reserve area. How To Play:One side, once determined to take the first turn, shall move as many figures as they desire up to 8 Tix, regardless of the printed speed on the figure. 8 Tix is the maximum movement rate of any figure in CTF. After all desired figures have moved, the player may fire as many attacks as they are allowed. At the end of this turn, the opposing player may move. Upon both sides taking their first turn, players may bring one figure each in from their reserve area each turn, but with no more than 4 figures per side in play at once. In no instance may one team have more than 4 figures in play at any time, even if a Special Power activation would call for it. Figures being brought into play, recruited, or rescued may be placed anywhere on their start line. Figures that are defeated are to be placed into the player's reserve area upon their defeat. Even from the start of play before the first turn all figures in that are in the reserve area are to be considered both in Back-Ups and in the Defeated Area simultaneously for the purposes of resolving special powers. Play continues until one team has successfully brought the flag across their start line by moving the flag bearer completely across the start line (of it's own volition, not by the action of another figure) which ends the game. The first team to accomplish this task is the winner. Special Powers:Special Powers are in effect this game and can be played normally, except in the case of a figure's power bringing in more figures to play than the maximum of 4. Flag Capture:If a figure's base makes contact with the flag, they may choose to take possession of it, and any figure in possession of the flag may not attack while they are in possession of it. As soon as the figure picks up the flag it's movement is ended for the turn, and picking up the flag also counts as one attack for the team. If a figure is defeated while bearing the flag, EVEN IF THAT FIGURE RECOVERS, the flag is to be immediately moved to the flag starting position at the center of the play area. Flying Figures:Figures that have the flight ability may NOT pick up the flag when flying, nor may they cross the Start Line while flying. Both actions require the base of the figure to perform the stated activities. Battle Case:If the Battle Case is in play, there is a special consideration - the steps molded into the edge of the case are to be considered the only path to the higher level(s). If a figure uses these steps to rise or to descend the step itself will cost the figure 1 Tix of movement. Battle Case Turret:If a turret is available, the turret is to be placed in the center of the field where the flag usually resides, and can be operated by a figure whose base is in contact with it, counting as one attack when fired. If the flag bearer is defeated, the flag is replaced as noted above and the turret removed.
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Post by Radar on Jul 7, 2008 16:00:15 GMT -5
I'm still not sure how we got from having a maximum speed of 8 to everyone can move 8. It's like assuming bicycles on the freeway can go 65MPH.
I thought we decided on a maximum speed to prevent strikers from DOMINATING the ctf games. I didn't realize that that was somehow enabling all the figures to move 8, double some of their natural movement.
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Post by ionicdesign on Jul 7, 2008 16:14:33 GMT -5
I had understood it to be a universal speed, not a speed cap in concept.
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