In doing so I developed a new way to do lower-powered henchmen groups and still keep them at 85 pts.
Another Wave
BP Cost: 15 pts.
AP Cost: n/a
Effects: Only Henchmen groups may possess this power. When a henchmen group possessing this power loses its last member, it reforms at full strength at the beginning of the next combat round within the owning player’s initial deployment area, or if there was no clearly defined deployment area, place the group anywhere on the table, but not closer than 15” from any enemy model.
Ok, based on some excellent feedback and suggestions, here is another version of Another Wave:
Again, it still needs some testing; if you're a SuperSystem player, give this rule a shot and see if you like it!
Another WaveBP Cost: 10 pts. + 5 pts./lvl.AP Cost: n/aEffects: Only Henchmen groups may possess this power. Any time a henchmen group possessing this power loses its last member, it makes a Resolve + Iron Will check with a difficulty based on its level. If it passes the check, it reforms at full strength at the beginning of the next combat round within the owning player’s initial deployment area, or if there was no clearly defined deployment area, place the group anywhere on the table, but not closer than 15” from any enemy model. If the player fails the check, he removes the henchmen group from play as normal and they’re gone for the remainder of the scenario.
When a player purchases this power for his henchmen group, he selects a level and pays the additional cost. The level determines the difficulty number for the Resolve check to reform:
Level 1 = 4 goals (5 pts.)Level 2 = 3 goals (10 pts.)Level 3 = 2 goals (15 pts.)
Again, it still needs some testing; if you're a SuperSystem player, give this rule a shot and see if you like it!
Thanks for visiting!
--Scott
Since our henchmen always have guns, can never seem to miss and are my nemisis, this rule terrifies me. I'm sure we'll use it human wave troops for the Japanese in our golden age games.
ReplyDeleteThanks.
You guys play 2nd ed., right? Third ed. only allows 1 attack per turn, so henchmen with massed fire aren't nearly as dangerous.
ReplyDeleteStill. I see a lot of room for "gamey-ness". Let's say my hench group is down to 1-2 guys. Hmmmm, maybe they accidentally walk into fire, fall off a cliff or do some other thing so I can get that second group on the table. Or as the enemy, purposely not kill the last guy so no respawn.
ReplyDeleteNo matter what version of SuperSystem you're playing, I see it as an RPG on the tabletop. If that sort of "gaminess" is occurring on either side, then folks are missing the point.
ReplyDeleteSince this rule is really nascent at this point, I would certainly be open to suggestions for additional restrictions or details that would help curb this.
Thanks!
we are pretty good about not being too gamey, but man we have a couple who are just really good at working within the framework of 2nd Ed. Its all good. They are thrashed mercilessly when gamey and applauded when they just simply out play or think you.
ReplyDeleteYEah we like the hardcore swings of multiple attacks in 2nd Ed. It is what made it a lot more fun for us. And deadlier.
And I like the rule we will certainly try it. But man a henchmen group is a slaughterhouse if they are rolling good. Damn Nazi Robots!!! I am looking forward to seeing if this would work well for Human Wave runs with the Japanese.
thanks for posting it Scott.
Thanks--let me know if you guys can think of any tweaks.
ReplyDeleteGamers will be gamers! Hah-hah!
--Scott
Interesting idea. Seems like it needs a limit on how many times you can respawn, or a way for the enemy to prevent or delay the next wave. Either a sliding cost based on number of uses or some kind of maneuver (kind of like Cuff 'Em/Coup de Grace) that you can use against them. Or maybe you just get fewer with each wave that returns. Something like that.
ReplyDeleteGreat ideas, Rich! Thanks! I may end up adding something like what you're suggesting!
ReplyDeleteHow about each respawn needs to make a Willpower check to see if they bug out. Set a goal for the test. 3 or 4 or 5 or 6 depending on how determined they may be. 6 for rabble, 5 for thugs, 4 for troopers, 3 for zombies or robots.
ReplyDeleteMaybe something like that.
That sounds very good! I will work off of that. Thanks, Ken!
ReplyDelete