Post by terrain4p on Sept 23, 2022 6:14:10 GMT
I played a game of GF last night and invented a scenario that turned out rather interesting.
Several lootable terrain pieces were placed evenly over the board among the other terrain. In this case it was crashed transports and cargo containers. We had five.
* A unit in base contact with lootable terrain can loot it instead of shoot during it's activation. It doesn't have to be able to shoot but it has to either hold or advance.
* When a unit loots it gains D2 loot.
* No lootable terrain piece may be looted more than once each turn. So you could steal the loot opportunity.
* Each unit can carry max 6 loot.
* Loot is carried until the unit is killed.
* If a unit with loot is killed, it drops the loot where it stands.
* A unit can move into or over dropped loot to pick it up and add it to it's own.
* At the end of the game (we played six turns), count loot that you control as your score.
This proved some cool tactical challenges. Do we shoot or loot? A unit carrying lots of loot was a high priority target. At one point in the game a single plague zombie was carrying 4 loot and was being chased by an abomination, but got away. The abomination was under heavy fire but survived itself with 6 loot.
There are no carrying the loot off the board. You could of course do it that way, but I think it is interesting to keep the points on the table.
I could add a rule saying that a unit winning a melee also stole the loot from the opponent.
It's a bit unrealistic that a unit, no matter its size and nature, can carry 6 loot. But it is simple and I think it is ok.
You could vary the amount of loot given per terrain piece. So a central, more exposed piece, could give more.
Several lootable terrain pieces were placed evenly over the board among the other terrain. In this case it was crashed transports and cargo containers. We had five.
* A unit in base contact with lootable terrain can loot it instead of shoot during it's activation. It doesn't have to be able to shoot but it has to either hold or advance.
* When a unit loots it gains D2 loot.
* No lootable terrain piece may be looted more than once each turn. So you could steal the loot opportunity.
* Each unit can carry max 6 loot.
* Loot is carried until the unit is killed.
* If a unit with loot is killed, it drops the loot where it stands.
* A unit can move into or over dropped loot to pick it up and add it to it's own.
* At the end of the game (we played six turns), count loot that you control as your score.
This proved some cool tactical challenges. Do we shoot or loot? A unit carrying lots of loot was a high priority target. At one point in the game a single plague zombie was carrying 4 loot and was being chased by an abomination, but got away. The abomination was under heavy fire but survived itself with 6 loot.
There are no carrying the loot off the board. You could of course do it that way, but I think it is interesting to keep the points on the table.
I could add a rule saying that a unit winning a melee also stole the loot from the opponent.
It's a bit unrealistic that a unit, no matter its size and nature, can carry 6 loot. But it is simple and I think it is ok.
You could vary the amount of loot given per terrain piece. So a central, more exposed piece, could give more.