Dust Tactics uses a system where players alternate their unit activations, which is nice and clean and keeps both players engaged at all times. For Dust Warfare, I wanted to create a system that allowed bigger armies to fight with a coordinated battle plan. When it comes to creating the “big tabletop game” tempo, I like to be able to engage with several units at once, using–for example–some to lay down covering fire while others advance. For me, the ability to coordinate units like this really feeds into the idea of playing the role of high commander over a platoon or company in battle and opens up a whole new set of tactics to use in the game. As I felt that scaleability was really key for Dust Warfare, I decided to experiment with the idea of allowing multiple unit activations within the Dust Tactics alternating activation system.
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Link: Fantasy Flight Games
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