tom-le-termite
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Posts posted by tom-le-termite
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tom-le-termite said:
My input from my battlelore gallery
Hum... the picture doesnt show up... I guess you can directly go here to see it
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This version is almost too weak ( 4+4 hits and bye)

I would keep most of your second version, however,
-once you killed the red (4VP): you get one flag as a reward (but no lore)
-You have to kill the blue one as a normal creature (i.e, critical hit)
So the power, of this monster would be actually a blue creature that starts with the power of a red. In these condition, maybe 1 token in the WC could actually be enough.
The alternative (if you want to make it a 2 token WC) is that the creature is hit on banner color ONLY (for both red and blue form).
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the problem I see is the following:
the concept of critical hit add a lot of chaos in the game (which is already quite a lot). by experience, it can take 1 to 60 (sometimes more if very unlucky) dice rolls to actually get a critical hit. so, following the same logic, it can take up to 180 dice roll to kill your monster.
The time and effort to get 1 banner could be tremendous, and it just is not worthy at all to even go for it.
In fact to kill the monster, is the equivalent of killing 3 creatures (1 red, 1 blue and 1 green), but you still only receive 1 banner as a reward... which doesnt make any sens to me. Eventually, if you give a banner for each doll kill, that would make it more interesting to go and fight against it...overwise, forget it, way too powerfull, and even if it would cost 3 or 4 tokens in the war concil...
tom
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Trump,
The only imbalance we encountered is the mounted knight units. they are way too powerfull. Therefore, we limited a maximum of 2 units per side. So, even if you have the possibility to have more than 2 MK units, through specialists or tokens, you just can't get them.
Concerning the problem of mixing gobs and dwarves, we overcomed the psychological issue long time ago and it woks fine
.and finally, concerning the goblin band, which is Imho one of the best unit to play, we instored the rule that you need to at least possess 2 goblin units on the board to be able to deploy them. So when we echange the deployement cards it stimulate us to choose a gob card in order to give us a chance to get the goblin band.
But I would like to point out that the way we use the depoyment card and the specialist, make the game setup extremely pleasant: it is almost a game within the game, because what you don't take, you give a chance for you opponent to get it. the setup is about 40min and we don't see the time goes by, because we keep interracting with each other during the setup, instead of building our armies indendently. This setup process made me enjoy the game, because, I hate to setup scenarios... too long, boring and no pleasure at all to discover your army, since it is already decided.
We almost have a 100 game with the setup I gave above, and to be honest, we maybe had 1 or 2 unbalanced game, but it was because a very poor decision during the choice of depoyment and specialist

tom.
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This is the usual rule we used for the past year.
http://www.boardgamegeek.com/thread/202051
It includes all the current expansions.
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Caboose said:
(ignore the BL customer fan base and allow them to speculate on what might happen)Cab
Well at least this is something that won't change much from before

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But I think this is why I really like the CtA deployement/ specialist system. It allows you to use all the ingredients of the game the way you feels like. Some people don't like houseruling, but for Battlelore, I think it is one of it's good point.
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TylerT said:
maybe draw 4, keep one and give one to your enemy?
As you can see from my picture i love the riders, if only for the fluff
In a regular game, that seems a good way to do it, but in epic, i always felt that 2 specialists was a bit short ^^
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As we play in epic, we each draw 8 cards and keep a total of 4.
However, you first take a card from your deck, when echange with your opponent. you take 2 from your new deck, then echange again with your opponent, and finally take a 4th card.
With this situation, you can only take 1 card from your original 8 sp. cards in your hand, knowing that your opponent will take 2 cards from the 7 you will leave him. It produces a great deal of difficult choices because you don't necessarly want a specific card, but sometime you can't really afford to leave it too your opponent.
one of the best exemple I have seen is taking long bow (even I had only 1 archer) and leave him away 2 very good cards, just because he had 5 archers and it would have been suicidale to give him the long bows ^^
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well, as said previsiously on BBG, I complained a bit concerning these minions. they are slow, not powerfull, and make us loose some nice bold dwarf when using the CtA specialist.
On my side, with the specialist cards, we are now deploying the cattles by replacing a blue unit, whatever the race it is. usually, we replace a blue human infantry by a dwarf cattle rider. Still not great I have to say, and I am still waiting for an update of the rules of these guys (remember Coltsfan?
)But now that Richard says that the bull rush will be implemented in the futur, it satisfies my quite well.

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Well I wouldn't mind playtesting with richard, but he is on the opposite part of the state... so it won't be possible (not that he would have a termite at his table anyway...)

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I am not a vassal player. Moreover, i play house rules for my BL set with my partner, so I guess I don't want to play with officials any longer...
Actually, the point is, every thurday night i have my game session with my buddy, so it is not something you can replace easily, especially when he's been your only opponent for the last year and a half...
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well... wait and see (again)...
My worry is, but next May, my Battlelore buddy is leaving the state for good... so I don't know if I will ever find a good match again to play the coming expansions...


painting the bagpipers
in Battlelore
Posted
I did a green-dominat tartan, a blue shirt, and a red hat. so it can be compatible to any color banner.