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 Post subject: Desperate Times
Unread postPosted: Tue Oct 06, 2015 10:51 pm
  

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Joined: Sun Feb 01, 2015 4:43 pm
Posts: 26
"...equal to the number of mecha that were in the destroyed squadron..."- wording on Malcontent rules card referring to number of command points generated next command point refill when a squadron is destroyed.

So, a Light Raider Squadron starts with 8 mecha (and have no support or special cards added). They get devastated early on and are down to 1 mecha. That one mecha is destroyed and the entire squadron is "wiped out." Does this create one additional command point (the number of mecha that were in the destroyed squadron) or 8 command points (the number of mecha that were originally in the squadron)? This is obviously a huge difference and has huge strategic implications when choosing targets as the game progresses. Thanks for input and opinions.


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 Post subject: Re: Desperate Times
Unread postPosted: Wed Oct 07, 2015 9:43 am
  

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D-Bee

Joined: Tue Mar 06, 2012 1:14 am
Posts: 26
Location: Pennsylvania
mrwrightkkpsi wrote:
"...equal to the number of mecha that were in the destroyed squadron..."- wording on Malcontent rules card referring to number of command points generated next command point refill when a squadron is destroyed.

So, a Light Raider Squadron starts with 8 mecha (and have no support or special cards added). They get devastated early on and are down to 1 mecha. That one mecha is destroyed and the entire squadron is "wiped out." Does this create one additional command point (the number of mecha that were in the destroyed squadron) or 8 command points (the number of mecha that were originally in the squadron)? This is obviously a huge difference and has huge strategic implications when choosing targets as the game progresses. Thanks for input and opinions.


Once the last unit is killed in a squad, you trigger the command point earnings. So if there were 8 units/mecha then you get 8 command points. The command points are added in the next replenishment

The thoughts behind the rules were to provide boosts to command point pools as units were destroyed. You gained command points for your next turn but then there were less units to use the points.. In game play, the army gets tougher (the malcontents get madder and more determined) as you kill units off..

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