bnorton916
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Posts posted by bnorton916
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Count Jondi said:
bnorton916 said:
I dislike your comment because it lacks any reason, arguement or content, you're stating that the only way to stop them is to take them early on without having any logic or reasoning behind it, and went out of your way simply to insult my comment. Frankly I don't really care what you think, but you should think about taking part in a cohesive discussion instead of simply saying that you can only stop Yssaril through early attack, and that my comment is, and i quote "lame".
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Your comment said nothing another than you were sick of people commenting.
Then you said just attack yssaril early and they can be stopped.
Then you said I added nothing to a cohesive discussion because I said you had to attack yssaril early to stop them. That is the whole point!
They are so strong you have to attack them early, as they are very difficult to stop in the end game. Almost, every game I have played with yssaril they have won. I think the only times they didn't was because of new players.
Heck, I have had games were I knew yssaril was going to win, everyone else knew yssaril was going to win, and we could do nothing to stop them.
Don't take the "lame" comment too personal, I was just playing off you initial statement.
Bill
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Saikoro said:
Are there any other TI3 groups that has come to this conclusion?
I've been thinking about ''nerfing'' them like having to pay a Command Counter from Allocation in order to execute your racial. I havent think about how to deal with the ''Skipping'' yet. But for now they are out.
Skipping by paying a command counter is worthless. No different than activating a system to delay(ok it is slightly different if CC exhaustion comes in play but you get what I mean)
If you are going to nerf them, let the CC be worth something. Look at someone ACs.
Bill
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Count Jondi said:
I would like to state that im pretty tired about people whining about the Yssaril tribes. You're arguement for their objective stalling is flawed on the premise that simply waiting out everyone gives him free rain of the objectives. It is not necesserily automatic for the Yssaril player to do this. You can simply put him out of the position to claim objectives freely through action cards or a precise attack. the two carriers starting with xrd is very potent, but (as another commenter established) ther low production hinders them from building much during the first turn. Most other teams have something in my opinion,That when used correctly can be equally, if not more powerful than the Yssaril.
And really as a final statement if the Yssaril are kicking your ass every time i'ts more likely that you as an opponent are not potent enough to play against them rather then any "over-powered" advantage brought by their racial abilities and starting posistion
Yes, you are right. No race is overpowered, and if you say they, the you are you are just a bad player(and whiny).

The only way surefire way to stop Yssaril with a good player is to jump them early in the game, normally with two races.
Why do you think they changed Winnu's racial tech? Because of the skipping ability.
I would also like to state I'm pretty tired of lame arguments like the above you posted with regards to yssaril.
Bill
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Yssaril is probably my favorite because of the action cards. I enjoy finding different combinations to use them.
But they are so strong I never play them.
Bill
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Sounds too strong to me.
They would be built alot.
Mindnet building them at 4 would be a no brainer.
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This forum is just not well designed. Can't even cut-n-paste cut-n-paste into it easily.
Try
http://www.simonkamber.dk/ti3/
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Are we still debating the usefulness of DNs? I thought this was over long ago?

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shoak1 said:
Also, to add: many people don't understand statistics, and believe that by eliminating more and more variables, ie making a perfectly symmetrical map, making house rules to even out things, etc, that they make the game more balanced. It actually has the opposite effect. Roll 100 dice and you are much more likely to have a combined total close to average than you would if you rolled 3 dice. So making this whacky map, keeping dreadnoughts as they are, and not modifying those unfair techs and races, actually serves to HELP balance the game.
Think of it this way - remove enough variables and you are left with whoever goes first winning. Add a bunch of chaos and unfairness and the players who can best respond to new situations and who have the best head for strategy will probably win.
Of course in a multi player game the very fact that you are the best player is what will make you least likely to win, since everyone will see you as a threat. So at the end of the day just use rules that are the most fun, and I would submit that a free setup board is DEFINITELY more fun
How does keeping DNs the way there are balance the game? Don't get me wrong I agree with some of your points, just don't understand that one.
Bill
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War Suns. We need War Suns next.
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I was nervous to follow the link but it was actually pretty cool. For a first video it was pretty well done.
Bill
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SexyMike44 said:
Back to the topic. The rules are not clear to me. There is just no mention that 1s always fail. so you have to ask yourself/others is that intentionally not in the rules or an accidential ommision?
Why would they mention that ones always fail, 10's always hit? Because some other games in the past have done this?
This would mean that every dice rolling combat game is ambiguous, if they don't explicit mention this rule?
I can think of plenty of examples that don't mention this rule because ...... they don't use it.
Bill
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I don't play much face-to-face but I know people in the past make stand up numbers to show order of play.
This seemed to be even more useful when Naalu played.
Bill
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It is not a rules question. The rules are pretty clear. It is an automatic hit. Just like the Jolnar can automatically miss, when fighting the Xxcha.
To say that a 1 is always a miss and 10 is always a hit weakens the Xxcha, Norr and strengthens the Jolnar and the rules never address
this.
It doesn't needed to be faq'd no more than saying I rolled 2 10s so that means I get an extra hit.
Bill
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vendredi said:
bnorton916 said:
Fighters become worthless, and turtling becomes even more advantageous.Actually, our group has tried and stuck with an interesting houserule - hits inflicted by Capital ships and PDS cannot be blocked by fighters, but fighter hits may be blocked by fighters (we also remove the associated techs/action cards that give abilities like this). This initially sounds like a severe blow to the all-around usefulness of fighters, but we find it actually *decreases* turtling:
1) Firstly, players don't spend several turns trying to build a sufficient fighter screen - there's no point! Rather, players instead build dreadnaughts or destroyer screens as damage sponges, and it makes the fleet supply limit even more significant.
2) Players who decide to build fighter-heavy still aren't badly penalized - fighters give fantastic bang for your buck and don't take up fleet supply when supported by a carrier. Even if their supporting carrier is destroyed, fighters still keep shooting until one side is completely destroyed. Plus, fighters still remain useful as defence against other fighters.
3) The game just goes much faster overall since each combat doesn't require chewing through 6+ fighters before significant losses happen
4) Also, since everyone knows the rule, people pay attention to PDS deployments very carefully, and often amusingly enough form very exhaustive demilitarization treaties. ("I'll withdraw my forces from your border if you don't deploy any PDS on that planet"). We've had amusing games with interlinking demilitarized zones where no one dares to put down a PDS first for danger of triggering aggression from another player.
Plus, it's not that bad since you're limited to only two PDS active per planet. So only a 3 planet system can support a 6 PDS grid.
Finally, heavy turtling is the consequence of poor map design. And the default map construction rules are terrible at this - every player will place their best stuff in their own pie slice and rarely will interact. Playing with preset maps quite neatly avoids this - if you pay attention in map construction, you can easily prevent PDS + Deep Space Cannon spam from being able to cover everything. I heartily recommend the maps provided in PsiComa's Shattered Ascension rules, even if you don't use the rules themselves. It speeds up setup and the entire game tremendously.
I would have to play your house rules to see how I feel about them.
I do whole-heartily agree about using the preset Shattered Ascension maps. I would prefer to never pay with anything else.
Bill
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I think it would be a nightmare.
6 PDS grid would get 3 hits on average. Add a buff or two and you are talking 4 hits.
Then on the counter attack you are talking 4 more hits. That's 8 hits.
And I haven't even started with the PDS owners actual ships!
Fighters become worthless, and turtling becomes even more advantageous.
But I could be wrong...
Bill
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mattyx79 said:
Now that ti3wiki.org is down (possibly for good) I am wondering where the vibrant community that was working on Shattered Ascension has gone? Those "house rules" (really much much more than that) has made the game much more enjoyable. Any response from Psicoma would be greatly appreciated!
Thanks,
Matt
Most of the vibrant community is gone without having a place to go. You will see some on BGG, but for the most part every one is scattered and moving on.
It is possible to get the wiki back up and running but Lance has pretty much said he doesn't have the time.
It would take a lot of work, skill, and a little money to get it back up and running.
Bill
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A common house rule for DN is 2 shots/hits. And also making the War Sun 3 shots/hits.
2 things in TI3 you will have a hard time convincing most veteran players.
1. Yssaril is NOT easily the best race
2. DNs is a godd ship(exception of having the admiral)
Yes, I know there are times when a DN is a reasonable purchase(L1z1x, SO, defensive, low production), but for most cases it is not the right build.
Even worse is building it early.
Bill
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Just to be sure every one understands...I think Yssaril is the top race.

Bill
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I thought the DN debate was over?
Anyway if we ever play a game together please by all means build lots of DNs.
I like to win.
Bill
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Steve-O may have understated the power of the Yssaril skip ability. It is very very powerful. Game deciding powerful.
Being able to out wait everyone, at no cost, in the end game can't be overstated.
Bill
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2-player works well and is a lot of fun.
Bill
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Winnu can get to Advanced fighters pretty darn quick. They only need XRD and Neural(both of which they should almost always get).
Then it is just Type IV drives, which is another useful tech when playing with 2-die DNs.
Bill
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Who around here say that skipping/delaying is not important?
Bill

2 Player Strategy
in Twilight Imperium 3rd Edition
Posted
There are some 2-player rulesets for TI3. I played psicoma's ruleset.
It changes the game, as it becomes more chess-like. You lose all the diplomacy of a larger game.
That being said I personaly found it very fun and it is quick to play.
Bill