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报告翻译问题






- A sapper on the Wehrmacht track now rolls 3 dice to attack.
- Storm Group cards (except for the deck 5 "Milk House" card) have been removed from the decks. Instead, there are now 6 Storm Group cards. At the beginning of the game you shuffle them, mix one into decks 2, 3, and 4 and remove the others from the game. In this way, you don't know which area needs to be clear during each deck of the game.
- I tweaked the scoring. Now each Wehrmacht counter remaining at the end of the game subtracts 3 (rather than 2) from the score.
Here are the (rather lengthy and significant changes):
- Tokens are no longer discarded from the game. When used they go back to the stock. This resulted in a significant reduction of token components without a substantive impact to gameplay.
- I have introduced "Tactic" cards as an change for increasing difficulty. These replace the Veteran and Elite cards. They are also instrumental in the 3 player variant of the game.
- The game now supports 3 players. Two take on cooperative Soviet roles, while the third plays the Wehrmacht. To make this work, I've added a single extra Wehrmacht card only used in the 3 player competitive version.
By the way, do you find it difficult to clear out the appropriate color for the Storm Group assaults? It sounds like you were able to manage that pretty easily based on your score.
If possible, I'd like to play with you at some point. It would be nice for me to see the strategies you're using.
When you take a move, you only get to "bounce" one time. The guy (or guys in the case of a team) must bounce into an empty spot or into the reserves. They can't bounce into an occupied spot and start the chain you describe.
I'll clear that up in the rules.
Thanks!
Having said all that, let me know if you have any thoughts on an alternative system. There must be some negative impact for allowing disrupted tokens to be on locations that get hit a second time, but the current solution is not the only possible path.
Thanks!
You've hit on one of the key points of tension in the game - the struggle by the overwhelmed air defense forces to fend off the seamingly endless waves of Stukas. Over the course of the game, you will have to fight off 32 Stukas (not including those in phase 5 or in the Vet and Elite decks). With only 15 anti-aircraft tokens, the most you could ever disrupt is 30, but more likely than not, you will disrupt about 15.
You can go with your strategy (it makes sense mechanically), but it means you'll be giving up the extra actions you fought so hard to earn by establishing the wire comms.
I'm not actually sure this needs to be fixed. It's just something I've noticed and has frustrated me a bit.
Thanks again!
Additionally, if you want to spread out the bombers, you can swap the current phase 3 veteran rifleman for the phase 4 elite bomber so that when everything gets pushed into three-card piles, the bomber distribution stays the same.
All the tokens have labels now. Thanks to @Airborne for the suggestion.
Also, I really liked @Comrade Beric's idea for improving the Command action. Now it gives you three Recover actions. However, the cost for the two Defenders with Command that you have to purchase (Afanasyev and Naumov) has gone from 3 to 4.
Thanks for the interest in the game. Please let me know if you have other ideas for improvements to the game itself or for the experience here on Tabletop Sim.
Thanks!
The Command ability is envisioned to work as you mentioned - as a way to syncronize reseting the defenders you want recovered. The idea is that you should keep your leaders ready to use their Command ability whenever you absolutely need to refresh others. (it's designed as an immediate payoff that you have to pay the price for down the road). I will test it with a refresh ability of three instead, though. It may be a little too powerful, but perhaps not. If you try the game again, perhaps you could test it with that change and let me know what you think?
It will be up to a publisher which route they'd want to go with components. I do think cardboard bits would be expensive, but I agree - that would be nice. I can make those and add them to the game, at least here and in the print-and-play version. I'll work on that this weekend.
You're the first person who has tested the game and reported back about the instant loss due to the Junkers bombing the 62nd CP. Thanks so much for the feedback. The good news is it happened early on, but if even that game you a negative emotional response, it's strongly worth considering changing the effect. I'll have to think on it. It needs to be significant, because players need to understand the strategic importance of protecting the CP, but it is possible (as evidenced by your play) for players to have it bombed twice without an opportunity to repair it. Let me know if you have suggestions for alternative consequences for it being bombed.
I am conceptualizing how it will work, though. If you have any ideas or suggestions, please let me know. Right now the system will most likely involve the German player using the current deck, with a much greater control over card choice/sequencing and perhaps some additional tactics cards to mitigate randomness.
Which tokens did you mean for labaling? The cubes?