Variant Customization rules for CAR WARS Div. 5 set 3
July 22, 2006
The notes in the back of your rulebook include info about costs, but leaves out info on space and weight. Here is the relevant missing information pulled from earlier editions. Keep in mind that the Light Ramplate did not exist in earlier editions and that some rules may have been changed in the new design system.
Weapon Weight WPS Loaded Wt. Space
—— —— —- ———- —–
MG 150 2.5 200 1
FT 250 5 500 2
HDFT 650 10 750 3
MML 100 2.5 125 1
RL 200 5 250 2
SD(exp.) 25 5 75 1
Compact Armor: $13 and 6 lbs. per point
Ram Plate (Heavy): Costs 1.5 times front armor $
Weighs .5 times front armor wt
Ram Plate (Light): Costs .75 times front armor $
Weighs .25 times front armor wt
Gunner: 150 lbs., 2 spaces
Links: $50
Examples:
The Napalm and the Dagger are very similar vehicles– they are both compacts mounting light ramplates. The Dagger has slightly better armor, but only half the firepower. Both cars have equally poor handling, but the Dagger has twice the acceleration. Let’s see if we can heighten the contrast between these two vehicles.
The Napalm schematic does not illustrate the light ram plate. To make a variant model without it, we subtract $283 and 44 lbs from the cost of the original stock Napalm. Then we can add 21 points of armor for $273 and 126 lbs. Note that this puts us 126 pounds over the original weight. Without the full design rules, we don’t know for sure if this impacts the vehicles acceleration or chassis limit. Additional “reverse engineering” could settle this question. This variant costs $4,988 and weighs 3,676 lbs.
The Dagger is pictured as having a gigantic ram plate… but the designers of this set gave it only a light one. We can drop 23 points of armor on the vehicle and drop $299 from the cost and 138 lbs from the weight. Then we can upgrade the ramplate to a heavy for $292 and 135 lbs and have a final cost and weight that is only a little bit shy of the original values. We can have a fairly strong confidence that this variant would be consistent with the unpublished 5th edition design rules, but the confetti number may have dropped a point or two. This variant costs $4,987 and weighs 2,914 lbs.
Note that messing with the ramplates can be a little math intensive– and we may not know for sure if we’re following the rules or not when we do that. Let’s try a couple of variants that don’t fool with such things.
Start with the stock Napalm. Remove one FT and the link. We can now make an up-armored version that adds 83 points of armor to anywhere but the front. I would probably move the remaining FT to the side and load up a great deal of armor on that facing– the side is easier to hit. We end up with a car running $4,993 and weighing 3,359 lbs– slightly less than the original design for both cost and weight.
Suppose a duellist wins an Amatuer Night event and wants to fix up his car. He’ll be taking it on the road, so he needs a more well rounded vehicle than an arena car. He could remove one FT and the link, and then add an SD (explosive), a gunner, and 15 points of armor added to anywhere but the front. His car would cost $4,994 and weigh 3,498 lbs. He could still take it into a Division 5 duel if he wanted to.
Hopefully these Variants will spice up your games while you save your nickles for the Division 5 Vehicle Guide. Enjoy!
Carcassonne for Five
July 17, 2006
We had some folks over and I sprang Carcassonne on the lot of them. When you’re playing with 5 players, you get a lot fewer tiles to place in the course of the game– and a lot of things can happen before your turn gets back around. With five players, you will have to vie for control of each road and castle that begins construction and you’ll have to try to go for double or triple points in order keep control of the construction you begin.
In our game, two players did everything they could to twart each other. If they could place a tile to mess each other up, they did. One of the guys even played a castle tile on a castle me and another player were attempting to complete– and he did it in such a way as to make it impossible to finish! The other guy manage to draw just the tile he needed to complete a set of roads that looked impossible.
A third player mostly stayed out of all the commotion, but myself and the fourth player ended up working together. We had that one giant unfinished castle that wasn’t scored until the end of the game. We also ended up placing the monastaries next to each other and then helping each other to complete them. I think we each scored 16 points like that. Towards the end of the game, I managed to pick up 8 points by playing a farmer on near two completed cities that were isolated from the rest of the board. But not a lot of cities had gotten completed, so there wasn’t a lot of points scored for farms at the end.
When the dust had settled, the players that had cooperated were in first and second place. The two players that had spent there turns making things difficult for everyone else had scored much less! I had several men in my hand and so regretted not playing more of them. If I had gotten just four or five more points even on unfinished construction, I could have won the game!
We were surprised at the end that the no scores went above 50 points at the end. The score card was just the right size! It was a fairly fun game even though most players were new to it. Cooperation seems to be the key to victory when there are 5 players in the game. But what looks at first as cooperation can suddenly turn into domination if one player happens to get the right tiles to take over what was once a shared castle!
Carcassonne Tactics
July 10, 2006
We got in our third game last night (not counting the evening I introduced it to some friends.) The first game was just working through the rules, the second was to hammer out our understanding of the finer points of the rules… and this third one was very close to being a real contest of wits. We honed our skills a bit more, but we were still surprised as we blundered into mistakes and saw the consequences of our actions way too late.
We played the with “the river” expansion. My opponent played all her pieces, but I was holding mine back. I took such a large lead early on that my opponent was ready to quit– but then midway through the game she scored a HUGE city with a knight for 30 points.
I played rather cunningly in that I posted two farmers around 3 citied that I had completed. My opponent had gotten the bad luck of isolating her three farmers– one was completely hemmed in by a road and the other two seemed impossibly far apart!
The most critical move of the game was when I played a monastary tile to complete a road that I had a thief on. I racked in 8 or 10 points while giving my wife an extra tile around the monastary she was trying to complete. A few turns later, I noticed that I had not only connected my wifes two farmers with that move, but I had also connected her two farmers to my two…! We were suddenly tied for “ownership” of the majority the cities on the board! (If I had continued the road section out, I could have isolated her two farmers permanently. Doh!) During the endgame I tried to figure out a way to get a third farmer into that field… and worried that my opponent might do the same, but it was very difficult to see a way to do this. Neither of us felt it could be done, but I think there might have been a way if we were a bit more creative.
As the game wound down, I still held onto a reserve, but my opponent played everything that she had. I picked up a good string of small scores by playing a tile that could be immediately scored: two points for a quick thief… 4 points for a quick knight. When I completed a couple of cities that were seperated from the main farm, I played a farmer to pick up eight points from them at the end. Both up us scored a few points for unfinished roads, cities, and monastaries.
When the dust had settled and the last city was scored for the farmers… I was ahead by just a single point. It was somewhere in the vicinity of 84 to 83. Wow!
So here’s the basic tensions of the game as we see it now:
Playing farmers early is good because the central farmers will have a good chance of serving a large number of cities. Always keep an eye out for a way to isolate an opponent’s farmers– perhaps you can punish them for deploying them too early in the game.
If an opponent completes a city and then begins trying to score another knight nearby, consider playing a farmer nearby. On the down side, he will want to build out there and so may have more opportunities to play more farmers out there to nullify yours. If he succeeds… you’ve at least tied up two of his men… and if he fails, you’ll pick up 8 or 12 points in the endgame.
Scoring double points for having a pair of knights or thieves on the same road means that each tile you play to complete them counts twice as much. If you connect them into the same city or raod, it will be impossible for your opponent to outnumber your men there… but it may be worth his while to play a tile in such a way as to prevent you from scoring either of those men. (But most people play a friendly game and won’t stoop to such mean tactics.)
So far we tend to build in our own little corner of the board and don’t really mess with each other’s patterns, so the game is more about how well you can manage what you draw. We are completely evil when it comes to scoring the farmers at the end, though– and so far its the farmers that determine the winner at the end. I expect future games to have the players in each others faces a little more– especially if there’s a chance to isolate farmers or connect fields.
Conquistador Motors Presents: The Cortez
July 7, 2006
Haven’t got time to bother with pesky bandits? AADA statistics show that the Cortez Tractor Trailer combination suffers over 60% less damage due to highway duels– and those duels will be over in your favor in less than a third of the time than those of comparatively priced competing rigs. Whether they come at you by land or by air, the Cortez has got you covered!
Only the Cortez gives you so much bang for your buck! With three KillTech Blast Cannons mounted in universal turrets and twenty heavy rockets, no foe can withstand your withering firepower. And each Cortez tractor and trailer come with an electronics package that will ensure your targets are hit the first time.
Contact your local Conquistador dealer for a test drive today… and conquer the road with Conquistador Motors!
CORTEZ — Standard Cabover, x-hvy chassis, large power plant, 10 PR tires, trucker, BC in 4-space universal turret, HRSWC. Plastic Armor: F 63, R 35, L 35, B 15, U 15, T 25, 6 10 point wheel-guards, 10 pts CA around trucker. HC 1, 11,982 lbs., $77,740.
CORTEZ TRAILER — 40′ van, 8 PR tires, standard kingpin, 2 gunners, 10 HRs linked left, 10 HRs linked right, 4 additional links, BC with extra magazine in 4-space universal turret TF, BC with extra magazine in 4-space universal turret TB, 2 hi-res targeting computers. Metal/Plastic Armor: F 0/20, RF 20/16, LF 20/16, TF 0/30, UF 0/20, RB 20/16, LB 20/16, TB 0/30, UB 0/20, B 20/16, 4 10 point wheel-guards. 21,140 lbs., $66,200.
COMBINED TRACTOR and TRAILER — Cargo: Up to 25,878 lbs.and 50 spaces. Total: 33,122 lbs., $143,940.