This was originally supposed to be a War College post but it's more of a set of disjointed, random thoughts about Movement systems and Movement within the game. And for a next to last post in a random, disjointed year this will do nicely.
Movement is what enables you to capture Stations -- which increases your score -- and allows you to run away from fights -- which keeps your score from decreasing, at least for a little while. In one of the recent games we played the battlefield was built on a long, thin table. As you can see from the battle report, the three attackers had trouble closing the distance to capture the Defender's Stations. So you can see right there how important Movement can be in a game.
Also in my Archetype statistics spreadsheet six other designs with double Movement systems have seen use in games. Including the prior mentions, the full list is as follows: Moving Wall, Shoot & Scoot, Melee Sprinter (2Rh+d8/2G+d8), Fast Assault (2Rd/1B/2G), Fast Armored Scout (1B/2G+d8/1Y), Fast Stalker (2Ra+d8/2G), Fast Sniper (2Ra/1B/2G), and Fast Assault Scout (2Rd/2G/1Y).
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