CC Home rules

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9 years 1 month ago #2511 by Levsha
CC Home rules was created by Levsha
Hello,

Some guys who played CC:Nap think that units live a too short life and dice throw plays an excessive role in their survival. So I hear some players try to invent a home rule to fix it. For example, they they give a double life to units - they lay down blocks first and after the second hit they take them off. How do you like the idea?

And generally, which house rules do you think most reasonable for CC: Nap.?

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9 years 1 month ago - 9 years 1 month ago #2513 by Grondeaux
Replied by Grondeaux on topic CC Home rules
I agree with Tarheel. And I'd add... I think C&C:N is, as written, the best wargame I've ever played. And I've been playing wargames for nigh onto 50 years.

The game is a brilliant mix of relatively simple mechanics, random elements, and strategy. I don't think anyone will ever say it's an accurate simulation of a Napoleonic battle, but it has the right feel and can be played quickly. Mr. Borg has hit that sweet spot where realism and playability intersect. Games hitting that sweet spot are pretty rare, IMHO.

So to those who want to modify the rules, I'd say, "It ain't broke, and it don't need fixin'."

But it's your game...
Last edit: 9 years 1 month ago by Grondeaux.
The following user(s) said Thank You: Bayernkini, Achtung-Panzer, Tarheel

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9 years 1 month ago #2512 by Tarheel
Replied by Tarheel on topic CC Home rules
After well over a hundred plays now, I feel the game is actually perfect as written. I haven't found the game to be needing further complication. Dice can certainly play a big role, but the central driving factor in this game is to learn to mitigate the luck of dice by good hand management and smart plays, trying to swing the odds in your favor. Over the long term, good play and hand management will win out over bad dice. In the short term, dice can rip you into shreds, but c'est la guerre.

I would suggest to anyone that they should get lots of play experience before deciding to fiddle with house rules.

However, every player to their own! As long as you like what you do!
The following user(s) said Thank You: Bayernkini, Grondeaux

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9 years 1 month ago #2514 by Mark-McG
Replied by Mark-McG on topic CC Home rules
I think your idea of doubling the amount of damage units can take will make the scenario attacker very much stronger, since the firepower of the defender is not increased.

The only rule I have been tempted to modify is the Guerilla Marker rules.

Glory is fleeting, but obscurity is forever.
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9 years 1 month ago #2518 by Levsha
Replied by Levsha on topic CC Home rules

Mark McG wrote: I think your idea of doubling the amount of damage units can take will make the scenario attacker very much stronger, since the firepower of the defender is not increased.

The only rule I have been tempted to modify is the Guerilla Marker rules.


This is not my idea first of all. LOL
I hear another version of this house rule. Both an attacker and a defender cast the dice and they ignore same hit dice of each other.
I just wanted to hear from you, guys, how much you think house rules are popular among CC:Nap gamers. And what the best of them are. As a matter of interest for my future games. Thanks.

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9 years 1 month ago #2519 by Freeloading-Phill
Replied by Freeloading-Phill on topic CC Home rules
My group plays with 2 House Rules.

Scout
Scout cards are added to your hand and then you can discard any card.

helps smooth out the card play and makes the Scout card a more equal choice of tactic


Plan B
Once per game, as your move, you can discard your hand and draw back to one less card. Your hand size is at the reduced level for the rest of the game.

More of a psychological thing as it's availability alleviates the fear of being stuck with a bad hand. Has only been used twice in 150 games

Phill

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9 years 1 month ago #2524 by Achtung-Panzer
Replied by Achtung-Panzer on topic CC Home rules

Freeloading Phill wrote: My group plays with 2 House Rules.

Scout
Scout cards are added to your hand and then you can discard any card.

helps smooth out the card play and makes the Scout card a more equal choice of tactic


Plan B
Once per game, as your move, you can discard your hand and draw back to one less card. Your hand size is at the reduced level for the rest of the game.

More of a psychological thing as it's availability alleviates the fear of being stuck with a bad hand. Has only been used twice in 150 games

Phill


The frustration of not having the cards to hand to order the troops you have to do the things you want is a core part of the game. It's also part of Generalship!

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8 years 9 months ago #2867 by Sringoot
Replied by Sringoot on topic CC Home rules
Scout cards are a no brainer for me. It's not about you not getting that awesome card when there are two good options, it's about your opponent not getting it. Everytime I scout and I deprive my opponent of a bayonet charge card, I really feel like I'm two steps closer to winning. Especially if you're facing France.

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