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Tuesday, 21 December 2021

Phoenix Rising - Mines

Mines in FSA never really felt like area (volume?) denial weapons, their main use was typically as drive-by bombs. Mines also tended to be dangerous to smalls and mediums rather than large ships (though not exclusively and we all had the odd success more generally). Still, they were relatively easy to deal with - fly something relatively sturdy or disposable into the area, clear the mine and move on. The blast radius was big (4") and persisted in theory, but as that was too big to really drop a template, plus move models etc, it was generally "ruler around the marker" measuring, which could then get forgotten if the mine was removed after detonating. it was just a little clunky, though not necessarily urgently broken, it felt unsatisfying in many cases. Of course there was the whole issue of the "drive by" as well, and this does fix that, but actually my aim wasn't to address this specifically, but more how mines worked at a grass-roots level.

I wanted to go back to basics with mines, and think about their use as volume-denial weapons. They should be dangerous but not insanely so, forcing difficult choices on players. I've opted for the following solution;

  1. Mines are persistent. They stay on the board during the game unless removed by a specific mechanic, so the "kamikaze minesweeper" is gone.
  2. Mines have a smaller area of 2" radius, and as they're persistent, they can be indicated on the board by terrain (card circles)
  3. Ships only have enough mines for seeding a single area, unless a MAR gives them more (preventing the board becoming one huge minefield!) (edited)

This (hopefully) has several effects;

  • Mines are now true area denial weapons - or at least, they deter enemies from certain routes, allowing ambush techniques etc
  • Mines become something you need to time appropriately, rather than just fart out whenever in the hopes of catching something at some point
  • Measuring and effect determination becomes simpler, without cluttering the battlefield with things ships can't be placed on.
  • Although more dangerous to small ships, they also have the speed and manoeuvring power to avoid them most easily, smoothing out their effects across ship types
  • Facilitates minesweeper ship types to remove them
So how does this work? Well mines are laid after movement, placing a Mine Marker (a 2" radius circle with the mine value on) half way under the rear of the models' base. These mines remain inactive until the end of the parent models next activation. This prevents the unavoidable "drive by", as ships in the wake have a chance to manoeuvre away before these go live. I say a chance, because if the player can lay the mines late in the turn and activate before those in its wake, it could get a successful drive-by. Of course your opponent knows this and is going to try to activate before that happens, but then it's a matter of priorities - is that more important than activating your battleship and getting that killer shot?

I went for this as it provides more "meaningful choices" in a game, which good games are all about. It's no doubt that no-one wants to fly into an active minefield, but if those two frigates chasing down that carrier happen to do that because you have higher priorities, that's just bad luck for them, right? On the other hand, maybe those two frigates can take that wounded behemoth down, and they absolutely need to survive. You can imagine situations where a cruiser group could get an optimum RB2 shot if it went through the minefield, or attempt an unlikely RB3 shot by going around it...which is best? Only you as the player can ultimately make that choice, and given 100 people asked exactly that, each will have their own decision and rationale for it - it's not a given either way. I think this also allows some nice scenario possibilities, and adds some real value to the Minefield MAR. Aquan Drone mines become terrifying (though I've an idea for balancing that), but very thematic.

So what does everyone think? Feel free to comment below!

4 comments:

  1. Will mines have IFF? Always though that minefields should generally know if the ship flying in is friendly or not (thinking how I have read about them in some Honor Harrington novels).

    Couldn't see it mentioned, but that could just be me being blind, but a thought. Other than that they sound good!

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  2. I've thought about that one a lot, and in the end I think not. It does kind of make sense that they should, but then in the volumes of space and speeds you're talking about, it's probably not practical. Ships have sensors good enough to detect them, so they can navigate these fields. From a gameplay perspective IFF would require another mechanism of tracking and more things on the table, so simpler if minefields are just hazardous to everyone.

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    1. I can see that, I thought that iFF would actually speed up play. I.e if the mines are safe to your fleet then the only thing needed is to know if the mine was dropped by your ship or not. Should help with movement, and one less set of dice to roll. Looking forward to seeing how it plays out though.

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    2. The other thing I didn't mention is that IFF would be a big departure from prior mechanics, and thus would require overall rebalancing - after all, mines are not ubiquitous in FA, so with IFF you have a completely one-sided hazard which unbalances things. No IFF makes them dangerous to everyone, and so is more balanced.

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