Mapmaker wrote:
If you want to simulate a pseudo-realistic football game, wouldn't everyone need to have a speed of 1 and you just keep moving every unit one space at a time, making tackle rolls whenever one unit enters another's space? Maybe running backs get speed 2, so they can move ahead of the pack after they break through the line?
Intriguing.
If special abilities are included, it reminds me of the old computer game, "Pigskin", but with Star Wars flavor.
I was thinking something of the same ilk. You can use an FP to move an extra square and then activiate 1 piece per side.
Also, I think it should be the same amount of minis as in a football game (11).
I also think that you should pick a total point level for each side and build yoru team accordingly (so if you want to have all uniques, that's fine) and it should be faction restricted (obviously) using the fringe as a faction.
Force Powers can make you move further and each square is 1 yard. Kickers roll 3 d 20 for a kickoff and such and each team will be given a certain # of blitzes etc..
I would suggest a CFL format myself (3 downs to get 10 yards, 10 extra yards on the field and 12 guys on the field) as it would go quicker.
When init is rolled if the Defense wins, they go first activating 1 or deferring. at that point you can resolve the order:
- receivers / dbacks
- lines
- quarterback
- running backs / linebackers
If the offense wins init they obviously get hte advantage. For movement I'd go 6 for receivers and 3 for rbs (so receivers can get open). For passing the QB rolls, (adding cover if necessary) if the db is adjacent then add +8. Then the attack + the roll subtracing the defense of the db + cover for a completion. Thena tackle roll (offense of the db vs the defense of the receiver). Both players roll I would say as the WR gets a chance to make the catch.
On a roll of natural 20, the receiver can move up to 6 squares after hte catch (auto catch). on a roll of 1, an interception. The DB if it has an Fp can also make an interception roll if adjacent (save 11 for a knockdown, 16 for a pick).
We can definitely keep going on this!