Crew Quality

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michaelk1776
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Joined: Wed Oct 24, 2018 3:19 pm

Crew Quality

Post by michaelk1776 » Mon May 13, 2019 2:52 am

Enjoy the game, but our group is considering the variances in crew quality during the war. We are thinking the totally Green crews would only start with 4 command dice, to reflect the indecisiveness and lack of skill that raw crews exhibit. Trained crews (competent but relatively inexperienced crews would use 5. Regular/veteran crews use the standard 6 dice, while Elite crews would use 7 command dice. Any thoughts?

Edmund
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Re: Crew Quality

Post by Edmund » Mon May 13, 2019 9:28 am

You have to play test the idea to see if it works,

You could also try a Elite Crew will throw the 5 dice and the sixth will be always a wild dice.
And a Raw Crew will have discard the sixth dice result.

Archdukek
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Re: Crew Quality

Post by Archdukek » Mon May 13, 2019 9:39 pm

It would have to be playtested but my instincts say that you will be severely penalising Green and to a lesser extent Trained crew. In a normal game the loss of Command Dice is pretty crippling already and you would be compounding those effects by effectively giving those tanks permanent losses from the outset without their opponent having to lift a finger.

Playing around with the number of starting Wild Cards might be a safer option in my view.

John

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Seret
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Re: Crew Quality

Post by Seret » Wed May 15, 2019 2:34 pm

There's already a mechanism in the game to reflect crew experience and quality: it's your tanker cards. A completely green crew has no cards, as they increase in experience they get more cards, all the way up to ace status where they've got five cards and can adjust one command dice.

If you want to model experienced crews in the game, just start them with a few cards.

Kj7574
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Joined: Sat Aug 24, 2019 8:14 pm

Re: Crew Quality

Post by Kj7574 » Fri Sep 13, 2019 1:25 pm

What was the result of the play tests? Did modifying the number of command dice work?

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