Hypothetical Pocket GEV counter mix

mardi 12 mai 2015

I know it's far from a done deal, but there is interest in Pocket GEV. If that game is produced, I'm guessing it will have the same sort of components as Pocket Ogre, including two counter sheets. In order to save money, SJG could use the same die pattern as Pocket Ogre, giving the sequel a total of 140 counters.

Given that limitation, what would your ideal counter mix consist of? Like the original edition, it should not require Ogre to play--so there need to be enough of each unit to run all the scenarios.

Also, while GEV introduced just three new units, additional supplements added more armor and infantry types. What units would you include, and which would you leave out?

Here's my Pocket GEV counter roster. I included enough counters for each side to run all the advanced scenarios (max of 40 points of infantry and 16 GEVs). I also added a few new units that (other than the train) have new stats and don't require additional rules.

How you would do it differently?

P.S. For comparison, here's a rundown of the counter mix for Pocket Ogre.
Hypothetical Pocket GEV counter mix

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