Post by darklynx on Jul 18, 2018 11:49:43 GMT -6
Internally we are testing a number of rules changes that will likely be incorporated in the version 3 of the Admiral's Handbook. The new handbook release will correspond with the launch of the LackeyCCG plugin and will be standing legal for both digital and paper versions of the game. These changes will affect errata on certain cards and these cards have already been changed for digital; paper card changes will only happen if there's a bigger interest in printed cards. Errata changes will be effective immediately for both digital and paper versions. Here are the changes we are looking at:
1. After some extensive testing with new cards I've discovered that guided missiles archetype is looking to dominate because of cheap missiles that can be equipped and fired from a player's flagship right away within a few turns. This change is to make it so any offensive weapons players equip to their flagships have a weapons hold until their next upkeep step. This includes anti-ship missiles, cruise missiles and ASROC Stand-off weapons. With this change, we have already altered the errata on the RGM-84 Harpoon card, that used to say if it was equipped to your flagship it would enter the battlefield tapped. However now the card states that it's deployed tapped. This means it will be tapped on a fleet ship it's deployed to also.
2. Second big change we're testing is to no longer have subs run face down until discovered, that they will now always be face up on the battlefield. Special rules for defense against subs aren't changing; players will still have to control a SONAR card or have a ship with one pre-equipped. This forces 2 changes in the game; first the SONAR Sweep card that used to reveal a submerged sub is now giving all a player's ASW weapons a +1 attack buff. Also the Sub Hunt card from the core set has been changed to now give 1 ASW weapon a +1 attack buff. This will also force a change with all the helicopters in the game, introducing the ASW keyword ability on all of them. Tap an ASW helicopter to give an ASW weapon a +1 attack buff. This rule is more for play-ability and is likely to pass testing.
3. Last major change we are looking at is changing the starting hand arrangement and mulligan rules. After much testing since the existing rule was incorporated we have discovered that even though a player gets access to lots of units on their opening hand, with the types of resources that can be used makes it difficult to plot better strategy. This change will make it so players still start the game with 8 cards, however players will have half their hand resources and the other half from main. This will force a change in the mulligan rule allowing for only 1 mulligan, however the rule is similar. Choose any number of cards from hand and put them on the bottom of their respective libraries, then draw that many cards from those libraries. Players should not have any more or less than 8 cards to start the game, and no more or less than 4 resources.
Edit: First round of testing the new rules have been pretty successful, looks like they're all going to be in. Also my have figured out rules for Marine combat so stay tuned as I will be revealing them after more testing.
Edit 2: I changed point 3 rules change to now say players will have half their opening hand as resources. After testing both ways this is what I've decided on.
I feel these changes will be included in the new Admiral's Handbook as they all have a positive change on the game.
Leave a comment if you feel these changes will be good or not, or if you think there should be other rules changes tested start a new thread and we will review them.
Don't forget to visit our website to view all the cards that have been revealed and all the current errata.
1. After some extensive testing with new cards I've discovered that guided missiles archetype is looking to dominate because of cheap missiles that can be equipped and fired from a player's flagship right away within a few turns. This change is to make it so any offensive weapons players equip to their flagships have a weapons hold until their next upkeep step. This includes anti-ship missiles, cruise missiles and ASROC Stand-off weapons. With this change, we have already altered the errata on the RGM-84 Harpoon card, that used to say if it was equipped to your flagship it would enter the battlefield tapped. However now the card states that it's deployed tapped. This means it will be tapped on a fleet ship it's deployed to also.
2. Second big change we're testing is to no longer have subs run face down until discovered, that they will now always be face up on the battlefield. Special rules for defense against subs aren't changing; players will still have to control a SONAR card or have a ship with one pre-equipped. This forces 2 changes in the game; first the SONAR Sweep card that used to reveal a submerged sub is now giving all a player's ASW weapons a +1 attack buff. Also the Sub Hunt card from the core set has been changed to now give 1 ASW weapon a +1 attack buff. This will also force a change with all the helicopters in the game, introducing the ASW keyword ability on all of them. Tap an ASW helicopter to give an ASW weapon a +1 attack buff. This rule is more for play-ability and is likely to pass testing.
3. Last major change we are looking at is changing the starting hand arrangement and mulligan rules. After much testing since the existing rule was incorporated we have discovered that even though a player gets access to lots of units on their opening hand, with the types of resources that can be used makes it difficult to plot better strategy. This change will make it so players still start the game with 8 cards, however players will have half their hand resources and the other half from main. This will force a change in the mulligan rule allowing for only 1 mulligan, however the rule is similar. Choose any number of cards from hand and put them on the bottom of their respective libraries, then draw that many cards from those libraries. Players should not have any more or less than 8 cards to start the game, and no more or less than 4 resources.
Edit: First round of testing the new rules have been pretty successful, looks like they're all going to be in. Also my have figured out rules for Marine combat so stay tuned as I will be revealing them after more testing.
Edit 2: I changed point 3 rules change to now say players will have half their opening hand as resources. After testing both ways this is what I've decided on.
I feel these changes will be included in the new Admiral's Handbook as they all have a positive change on the game.
Leave a comment if you feel these changes will be good or not, or if you think there should be other rules changes tested start a new thread and we will review them.
Don't forget to visit our website to view all the cards that have been revealed and all the current errata.