Thread: Facing
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Old 07-24-2018, 07:18 AM   #15
Nils_Lindeberg
 
Join Date: Jul 2018
Default Re: Facing

First, implementing this does not take away from the tactical aspects of TFT at all. It only opens up more real tactical possibilities and you actually cannot surround an enemy by yourself, that is just ridiculous.

What it does do is speeding up play and takes away tedious, repetitive, but extremely simple math, that otherwise would have had to be applied again and again and again. Counting the number of steps between two characters is not hard, it's just a chore. And those of you who thinks this is what goes for tactical thinking is sorely mistaken.

Deciding where to make a stand, who you are going to face, teaming up to make sure one of you get the facing bonuses, navigate around obstacles, worrying how close you want to get to an enemy thrower, screen off your damage dealers so they don't get engaged by the wrong enemies but can move around freely, etc, are all viable and fun tactical choises that differs from fight to fight. Just closing on an opponent is not exactly rocket science, just boring calculation and usually delays the combat by one turn and cost game playing time.

And for the one that asked what happens if Team B wants to adjust after they saw how Team A adjusted their facing, and they in turn want to adjust, etc. We only allow one adjustment from the people that goes first. And this doesn't happen that often, since there are less gamey shenanigans to take into account.

And going first now is almost always a good thing. You can take the good ground, plug the bottle neck or engage the enemy before they can get to your squishies. Instead of having to worry about getting hit from behind by the guys in front of you?!? They manouvering around to get me in the back will happen when the melee gets chaotic, if we don't keep the line, but not before.

And for you that changed it so that turning cost extra MA. That doesn't really make it more tactical or chess-like. That is just an illusion. What it does do is lower everyones practical MA. And that is why MA becomes more important. So just give everyone -2 MA and you would get the same effect with racial diversity and what not. But in general, higher MA makes the game more tactical. You will have more possible options each rounds, more places that you can reach, etc. Lower movement do the opposite.

And for those that think that you need to predict you opponents moves more if you can't change your facing. That tactical skill doesn't change in any way. The only difference will be in the actual counting of hexes to see if he can or can't get you in the side or not. The prediction if he will try, or hold back or do something else is still there and just as viable.

The only big draw back I can see, is that you add a possible 3 second check, "Anyone wants to change facing?" That sometimes is followed by a 30 sec analysis paralysis.
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