Re: What to do with INF
I started with the thinking of 9-5-5, but ended up using 10-4-4 instead. In most normal Ogre games, you pretty much want 3/1 INF so you can get as many in close to the Ogre as possible, so 2/1 and 1/1 are just for making change temporarily, and then should be recombined into 3/1 as possible as soon as you can. At that 10-4-4 set up, if you have two boxes of minis, that's eight 2/1 and eight 1/1 -- more than I can ever recall using in a game.
A 1/1 INF on his own is dead faster than you can move them in game.
For Set #2 when it arrives, I was thinking of basing them all as 3/1 on discs (assuming the poses match/are identical). Then for loading the GEV-PC I am stealing an idea from Eurogames and I'll put a 'cube' on the GEV to represent the INF riding. Upon dismount they'll get a disc of INF for individual movement.
Added edit: I knew there was another reason why I went with 10-4-4! In the standard "Mk. V Attack" scenario, you get 30 INF, so ten 3/1 works perfectly.
Last edited by Mack_JB; 12-01-2017 at 02:20 PM.
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