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What are the ways for Hidden Counters/Characters Options
Sleuthy
Posted: Wednesday, October 14, 2015 6:44:16 PM
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Good day everyone,

I'm creating some scenarios for introducing a 3rd or 4th squad into the game that are already predefined but are hidden counters until such an event that reveals their identity.

What are some ideas for revealing a character that once was a decoy counter, such as in a low visibility scenario?

How or what is the best way of placing a character on the map after determining it is not a decoy? An example would be if the squad consists of 9 characters - how does one best and fairly determine which character is placed on the map to replace the counter?

And lastly what is the best way of distributing decoy counters at the time of set up? Suggestions?

Other ideas?

Cheers and thank you.

Sleuthy
Posted: Wednesday, October 14, 2015 7:33:06 PM
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Here is a little more back story to a scenario. I need to distinguish decoy counters between the Hutt Clan and the missing Droids...is there a clean way for doing this once a counter is revealed to be a character?

Droid Recovery
Overview
A magnetic storm has moved in and has affected the atmosphere. The Gonk Droids have run amok and require retrieval. Problem is, others are looking for these droids as well – and not just the droids but the valuable data found within. These aren't just any droids; they belong to the Hutt Clan and they are very eager to get them back! The Hutt's are willing to let the storm blow over initially but concern now turns to action and they embark on a mission of their own to retrieve their property.

Player Setup
Each player gets 100 points to create a Fringe Squad for setup. No more than 6 characters in each player's squad and no duplicate characters are allowed in each squad. The map should be a Tatoonie or Mos Eisley Map. Setup locations are determined to be inside a room that should be equal distance to other players. Before setup, determine initiative for the round and the first player determines his/her setup location followed by the second player and so on. Only one map is used in this skirmish. Prepare hidden counters and distribute 5 counters to each player prior to set up. Each player may place their 5 hidden counters on the map that is 10 or squares away from each room set up but the hidden counters must be placed on the outdoors of the map – not inside a building or room.

Magnetic Storm and Visibility
The storm is playing havoc with all Droid Characters, making them unreliable for capture. At the beginning of each round, consider all rolls of players for initiative together and compute the following: If 2 or more players roll a 10 or less, the storm is severe but manageable limiting visibility to legal targets of 6 squares. If 2 more rolls are greater than 10, only adjacent characters are legal targets.

At the end of each round; after all players have completed their turns in order of initiative – each player can designate one droid character not in their squad (including captured droids) to move 2 squares in the direction of their choice. Each selected droid may only activate once per phase,

The Hutts and the missing Droids
There are a total of 3 missing droids and they are the GOWK Droids. If 4 more players, add one more 10 point or lower cost droid to the collection of missing droids for capture in this scenario. The Hutts have a 100 point squad as well. These characters make up the squad.

Jabba 15 pts
Human Soldier of Fortune 14 pts
Gamorrean Bodyguard 13 pts
Boba Fett, Enforcer 38 pts
Corellian Pirate 10 pts
Bib Fortuna 8 pts (7 pts due to rapport)
Ugnaught Demolitionist 3 pts



The Missing Gonk Droids x 3


kobayashimaru
Posted: Wednesday, October 14, 2015 7:53:58 PM
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great question!
I have only ever seen a similar question asked in SWRPG, as few things in SWMinis have a decoy ability
(yet, in principle, the question could also apply to reserves/reinforcements).
So, I have the 'long' answer, and a shorter answer concept;

Long answer style;
When random counters are placed in Tannhauser or W40K, it's usually best for the arbiter/supervisor/gamesmaster to jumble and place
the tokens, rather than the player themselves.
Some folks like to 'roll a check for decoy' using a reflex check or perception check; in SWMinis, it could be a 'check' imposed based on the ATK value? Atk vs defense of the token?

You could use a random pigeon hole principle for the 9 square radius around the 'token';
assigning a 'square value' to a mini pseudorandomly (if the replacements are arranged into alphabetical order, or via cost from highest to lowest etc)
you could then roll a number of 'best of' dice (say, the placement of the token is the aggregate of the best of 3 for each figure) on a 2 D 6 table (or, any preferred method to produce the table of 9, if you prefer the probability distribution of some other die)
there are loads of Dice Apps that'll quickly let you do that, and can produce the results to an eigenmatrix (which you'd make as a 3 x 3 array).

that said, you could then also have a random assortment of tetris-like pieces,
and each piece is randomly chosen - the number of pieces required exactly matches the number of pieces brought in,
and the endpoints are subtracted (because an 'end' to the tetris piece will converge and overlap on the token square, though you could have fun combinatorially arraying that stuff)
- that'd be the "fairest" way to do stuff, so as sheer stochastic chance (biases of different systems notwithstanding) determines where those sudden reveal characters are.

to the second part : "choose random distribution of decoy counter at time of setup"
a couple of places have you covered BigGrin : The Electronic Journal of Combinatorics
http://www.combinatorics.org/
and OEIS (formerly Sloanes) at www.oeis.org
the map is a 24 x 32 ish array, each gridsquare has a value you assign to it (and that value can be assigned pseudorandomly each game or each occasion it is required - if there's not already an app for that, there oughta be)
so, you can then do a "Markov Chain Monte Carlo" value assign method to randomly choose some squares,
you can literally do a slice,
you could apply random overlay shapes (which then have a 'choose' array per shape, and assign random values within the shape or from the total per board required)
this is less daunting when you take the limits approach, it's only x,y,z ! worth of places it could be hehehe.
Having experimented with these in the past, it can be pseudorandom and creepy
(especially if the GM is being 'impartial' towards the players, and has a lot of random checks to make) BigGrin

The OEIS can be used, in a "Library of Biblioteca" style,
to pastiche randomly (MCMC style), through intervals of many different sequences;
if you've ever 'spoken' to Ramona AI or Evie Existor "AI", DeGaris contends that's primarily the method at play.


Short Answers BigGrin
to reveal the characters, place the minis in a bag, and jumble it around a little,
then deploy those clockwise to the table (starting from closest to the enemy table edge to the farthest, whatever method you'd like)

to distribute decoy counters;
'blind' pick the locations?
toss the counters into the air a number of times per each 'pick' of the token (that one was the idea of an irish friend); you keep one of the tokens in the spot that looks random-y, and you clean the rest off and rinse-n-repeat BigGrin

I hope this is of some use to you,
thanks for asking an AWESOME question BigGrin
Sleuthy
Posted: Wednesday, October 14, 2015 8:13:57 PM
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Thanks! Great ideas. I've only table topped in SWMs and have always been stuck with the "Save 11" option if I was considering any new concepts to a scenario. Thanks for the info and ideas!
SignerJ
Posted: Wednesday, October 14, 2015 8:17:06 PM
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The Endor scenario book has some pretty good ideas for decoy counters and using them. Not necessarily the be-all-end-all, but they could be a start.
Sleuthy
Posted: Wednesday, October 14, 2015 8:24:48 PM
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I don't have that book...is there a copy of the scenario rules online somewhere for reference?
EmporerDragon
Posted: Wednesday, October 14, 2015 8:33:34 PM
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I'd use card sleeves with a solid back. Take the cards for the hidden characters, but them in the sleeves, shuffle them, then deal them out as numbers 1-10. Then take the tokens representing them and similarly mark them.

So, when it's time to reveal one, check the number of that token, then flip over the corresponding card.
Sleuthy
Posted: Wednesday, October 14, 2015 8:39:55 PM
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Joined: 10/27/2011
Posts: 91
Another great idea....thanks EmporerDragon
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