From: | Felix Hoefert <FHoefert@********.DE> |
---|---|
Subject: | Re: more on the firebomb card idea |
Date: | Thu, 7 May 1998 21:57:18 +0200 |
>
> <Fire Bomb
> <(gear/bomb)
> <3Y
> <turn runner and thrash Fire Bomb, roll d6 add +1 for every point of
> <Demolation
> <1 runner takes 1 AP damage
> <2-4 Location is turned over for 2 full rounds 5-6 thrash Location
> <7+ frag Location
> <flavor " Fire in the hole "
>
> <Sounds good for me, but I would prefer to allow this bombing gear
> <only on runners with "Demolitions". Otherwise there would be alot
<of
> "location- bombing" during a game. One or badly two additional
> <"normal" Cherry Bombs in the game would make the use of the
> <locations nearly impossible.
>
> <But this card idea created following qustion from me: How can I
> <protect my locations from the attacks of others. When Cherry Bomb <is
> in play, a Wanted! is very useful, but are the other strategies out
> <there ?
>
> here is where I see the problem. Not enough ways to take out location.
> There are only 2 that I can think of.
> 1. Cherry Bomb
> 2. Objective the Ghost Dance
>
> If you want to run say a all human, elfs, orks or troll deck forget
> Cherry bomb and if you don't have a shamen the Ghost Dance
> Does nothing for you.
>
> What we need is an away to stop Location Abuse. With out having to
> Dictate what kind of deck you run.
>
> If you think firebomb is too much then let have a way to stop it.
>
> Lone Star Bomb Squad (stinger)
> 3Y
> Turn Lone Star Runner and roll D6
> 1-2 take 4 AP damage
> 3-5 cancels the any affects that would thrash target Location.
> 6 arrest target runner for Bombing.
>
No need to take out locations - take out the Runners that would use them
(exceptions are Saeder-Krupp, or too many Runners to kill, of course).
---Felix