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This page will contain all the stuff that does not fit in other sections. This is ideas you can use to make your game play easier or more entertaining. If you have any ideas you would like posted, please let me know.
Token Madness --
Some ideas on tokens to make play easier.
MIS Markers --Some ideas on helping keep track of which unit goes when to speed up your games.
Movement Trays --Makes moving your units around the table much easier.
Token Madness
Update: It seems that this is a really good idea... AEG has offered counters of their own for CW players. They have a Broken/Routed combo, and a Spent/Unformed counter available for Koku, you can read more about it here.
Clan War is a wonderful game, but some things can be done to speed up game play and make your life easier.
The force cards make it very easy to keep track of the current state of your units and personalities, but only as long as you have a place to put them down. Then you can put counters, dice, etc. on the figures to help you keep track of what they have done, what modifiers currently effect them, etc.
Get a set of stones or similar counters for use as morale markers. Anytime during a phase that a unit suffers damage or otherwise is prompted to take a morale test (when they drop to 75% of total, when a friendly unit nearby breaks, etc), drop a counter on the unit card. When the phase is over, check the unit card and see how many counters you have on the unit. Each counter beyond the first one is, of course, a -1 on the ML roll. Once the test is taken, the markers are removed.
A different colored set of stones or other counters could be used to indicate Void points spent. These will last until the end of the game. Yet another type can be used for Morale Boons, with these being removed after the unit takes a ML test.
In fact, you might want to get a whole set of counters for various states in the game, including any penalties or bonuses that accrue from those states. The token list would include:
Yari This token indicates that the bonus for Yari is in effect on a unit, and should be left on the unit until the end of the first round of combat. It should be returned to the unit when the current engagement is over. Cavalry This token would be placed on an infantry unit to indicate that the unit is allowed to move in the cavalry phase this turn. This would of course be removed when the effect granting the ability runs out. Flip side could have a "Cavalry +1/+1" to indicate that cavalry got a +1 ATT/+1 DAM bonus for charging infantry that phase. This version would be removed at the end of the turn. Frenzy This token is placed on a unit to indicate that it is under the effects of the Frenzy skill. This token remains until the current engagement ends, and then is removed and replaced with a Spent token (better yet, put Frenzy on one side, and Spent on the other ). Berserk This is as Frenzy above, but is used for Crab Berserkers. Spent can also go on the other side of this one. Retreat Indicates that a unit has failed a roll to Retreat in Good Order or is in Full Retreat, and is therefore suffering from a -2 to all rolls until the end of the turn. During the end phase, the marker can be removed from the unit. Flip side could have "Withdraw" to indicate that the unit has failed a roll to Break-away or Withdraw and is suffering a -1 to all rolls until the end of the turn. Move Place this on a unit with ranged weapons to remind you that it has moved this turn. React Place this on a unit with ranged weapons to remind you that it has performed Reactionary Fire this turn, and cannot move in the Reserve Movement phase, nor fight in Close Combat. <various> Several tokens would represent skills (such as Charge) to indicate that the unit is under the effect of the appropriate skill. This token would be removed at the end of the current turn. The tactical card version can itself be used to indicate that a unit is under the effects of that card
MIS Markers Here is a great idea sent to me by another Clan War player (Greg Klett, cyclops@minn.net)
One token series I've been creating using a blank counter sheet is an Initiative chit. I number them from -5 to +15 on the front and color the back Red. Once a unit has moved/fought/acted in the order of the chit value simply flip the chit to show that the unit is done for that phase. Turn the chit back over at the start of any phase that that type of unit can act in. This preserves the Initiative value, while not using anywhere near as many dice. It also makes it clear in larger battles which unit(s) have/not acted this phase.
As an alternative suggestion, I would recommend making a set of cards numbered 1-15... then you can just figure out the MIS order of all the units, and place the numbers next to the units. As each unit takes their turn in a given phase, you can turn the card face down to reflect that the unit has already gone that phase. At the start of each new phase, turn face up the cards of the units that can act that turn. - Kuni Tetsu
Movement Trays
Update - Here is another one for which AEG seems to have come up with a solution. They now offer the Magment system so you can put magnets on the models and metal plates on the movement trays to ensure the figures stay put. You can turn these things upside down and infantry models will not fall off! They are great. If you need catalog numbers for them, go here, and check out the Generic section.
These are a pretty simple idea, but can make your game play considerably easier. Basically, this is a tray that you put all the figures in a unit on, and you use the tray to move the unit around on the table. A Movement tray makes wheeling much easier to do as well.
I usually leave a small, outside edge around the sides and back of the unit to make grabbing the movement tray easy. If you want the tray to blend in better, then flock it or at least paint it green! The tray should be designed to accomodate the size of your unit. If you are like me, and like to play with a lot of different units rather than a set army list, then you might want to just make a set of trays for the most common sized units you are likely to take.