<Insert obligatory Post-Apocalypse quip here>
I had some spare moments to do a bit more on the two Landmates today. The Bunny Ears are now reality:
And, as you can see, I've built the frame for the two grenade packs (one is on the table, the other attached to the left Landmate's back), as well as the first set of launcher barrels. On the right of the picture is the pack I originally built for my first Landmate conversion.
I don't have the exact same parts I used last time, most importantly the discs that the barrels should mount on. So I'll need to find an alternate way of doing those, but that shouldn't be a problem.
Oh, and I've done a (solo) playtest of an idea I had for minifig-scaled infantry in Mobile Frame Zero yesterday.
My basic idea was this:
-Each 2 infantry count as a single Frame and they split the dice between them. As such, each infantry in the pair gets 1 white die, and 1 die from every 2-die system (mainly weapons) you choose for the infantry pair. Single die systems (Defense, Sensors) you allocate to one of the pair. (So, if you want both to be armoured, you need to take two Defense systems...)
-To counter the fact infantry only has a single white die (and so often has to choose between moving or defense), I ruled that infantry can't be spotted.
-Infantry activates in pairs (not necessarily the pair you created as a single frame, you can mix as you want during the game).
-It takes 2 infantry to claim an objective.
I played two games, one with both sides having equal numbers of Frames and Infantry, and a small difference in the number and type of systems. The second I played with one side consisting of 2 Frames and the other of 4 infantry to see how they balanced with each other. Let's just say the Frames took a beating in that second game...
Things I ran in to:
-The paired activation results in potentially confusing activation sequences if an infantry pair both target different Frames. Which Frame is forced into activation?
-2 Infantry appear to be more powerful than a single frame, simply because they get to use a larger portion of the dice you roll. And, because of the no-spotting, they can have turn in which they are effectively invulnerable (due to Defense 6).
I'm thinking of ditching the no-spotting rule and seeing how that goes as far as redressing balance.
Also, I'm not happy with infantry lacking ranged weapons suddenly turning into jetpack infantry through gaining a bonus green D8. I may need to knock the bonus movement die down to D6 for infantry.
Now if you'll excuse me, the zombies have closed in again and I need to fight them off. ;-P
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