“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays. It features articles from the Talon development team regarding the game’s design, development and upcoming release.
Issue #7
Jim’s Under the Hood segment will continue next week. In the meantime, here’s an article about Talon afterburners, which was the brain child of our Lead Playtester and “Chief Tactical Officer”, K. Patrick Barley.
When I first learned about Talon, Bob was cracking open some plastic baggies with homemade counters in them and laying out his Space Empires board. I was excited by the concepts that make the game so unique, fleet level combat, micro-decision tactics and the glorious dry-erase markers. Bob and I eagerly got into it, and divided up six heavy cruiser tokes from each faction, leaving me with what might have turned out to be the most fated decision in Talon’s design history, “Terran or Talon, sir?”
I eagerly chose the Talon’s powerhouse weapons, high maneuverability and powerful forward shield array. I lined my fleet up in the right corner of the map and waited for Bob to take a similarly tight formation. Turns took off and I loved the six part Impulse breakdown, weapon charging mechanics and the inverse relationships of power to speed and speed to maneuverability. Then came the big moment, Impulse D of Round 2, I had reinforced my forward and flank side shields, moved my ships into a solid concave on Bob’s point ship and was eagerly waiting for Bob to move his ships into range three so I could get an alpha strike off before his ships got within weapons range. If I could cripple one of his three ships before they could even fire, I would be way ahead!
“I don’t get power this turn, but I’m going to use my battery to take the initiative,” Bob says confidently.
HE WHAT!?!?