Thursday 18 June 2015
Freebooter's Fate - First Game!
We were definitely learning as we were going, but I think we picked up some key things quite quickly, and I like the card driven game mechanics. In fact, I really like the combat mechanics for a couple of reasons.
Firstly, trying to out-think your opponent's choices in combat; when Attacking or Defending you secretly choose which body locations (of 6 choices) to attack or protect. When attacking, as the game progressed I was always trying to include a location I thought Rob wouldn't protect, not just the most tactically beneficial targets. When Defending, I was trying to cover the locations I thought he would go for.
Second, as a model takes critical hits, you are effectively forced to protect those locations, making it easier for the Attacker. I like that things become progressively harder for injured models. There may be a down side to that I have yet to see, but I think it is pretty elegant in function. Add in that base Defense is typically 3, and base Attack value is typically 2, and the Defender does have options, especially if they use cover etc.
Apagado; 3 Pirates ganging up on my hapless Coscritti; my Harlequin leaping on top of a cart to get better range to shoot a pirate shooting out from a window frame; my Master Assassin using Shadow Run to attack a Pirate who was defending a doorway in a house.