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Whitmire

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About Whitmire

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    , Länsi-Suomen lääni, Finland
  1. I see the FAQ answers this: Port Landing can be used to bring troops to locations on the Vengeful Spirit even when they're hostile. So the Emperor needs to be really careful when attacking the VS, because he's not getting out and all the chaos troops on the landing pads are potential reinforcements for Horus. Very dangerous.
  2. In the Port Landing card it states that you can use it to bring down troops to Neutral or Friendly areas. On the game board it says that the Traitor player can move units from Terra to either area of the Vengeful Spirit using the Port Landing order. It doesn't state whether these have to be Neutral or Friendly. Thus, can the Traitor use Port Landing to move troops from the Landing Pads to the Vengeful Spirit into areas occupied by Imperial troops and fight a coexistence battle there? Allowing such a move would make counter-attacking any incursions into the Catacombs very easy indeed, since Port Landing is a 1-initiative card even when executed from the hand.
  3. The topic about a Conan license is a controversial one. Robert E. Howard has been dead for such a long time that any works created by him are now public domain. However, some companies have managed to get a license on "renewed" versions of REH's works. It's a legal jumble. I wonder if Nexus ever had a license - or whether one is even needed for a sequel.
  4. Rather than focusing on the wording of the rule, I'd also interpret the rule teleologically, i.e. considering the intention of the rule, e.g. "can it really be true that they wanted the card to be this powerful/weak?" This is how I tend to play my games, and it's carried me pretty well so far. So, whenever I come by a rule that might net one player some 20 VPs in one turn, that's when I become very suspicious. However, I have to admit that I have been surprised by FAQs before, so I can't say what FFG's final ruling will be on this matter. Furthermore, I have to admit, the old set of upgrade cards was horribly imbalanced (for example, who'd take the old Bloodletter upgrade over anything else Khorne has to offer - or who would even consider taking the Slaanesh Warrior upgrade, ever?), so there is a chance that the expansion deck is like you said and "as intended" that way, and they actually did want Khorne to have this powerful an option. If that's the case, I'm sorely disappointed in FFG, because this was one of the games that struck me because it seemed so finely tuned when it comes to balance. MR Suplex said: Also, you seem to be mixing upgrade cards from the base set and the expansion, since the Khorne cultist upgrade you are referring to is from the base game. True this. I had already written my response and then I started thinking whether there was another card could also consider taking. That's where I mixed the two sets, in a moment's lapse (imbued upon me by Tzeentch, no doubt). This doesn't really affect what I said about the Bloodletter upgrade, however. On the contrary, it reinforces the idea that there are very few actual options to the new Bloodletter upgrade.
  5. Don't worry, the first legal reaction is usually "cease and desist". "Click me" doesn't work, by the way. Has your C&D already arrived?
  6. MR Suplex said: cyb3k said: Anyway, someone can say that if all Bloodletters died during battle, the region no longer contains any Bloodletters and no points can be granted... This would make gaining any points from this upgrade much more difficult, Bloodletters are very easy to kill. That's an interpretation of one of my opponents in our first expansion game and it's hard to be denied - the card doesn't say WHEN a Bloodletter has to be present. I don't see how you can argue this. All hits are assigned and kills decided before models are removed... And this is exactly why the card isn't overpowered, because all hits are assigned and kills decided at the same time. The keyword here is "time". Thus, it does not matter whether you kill 1,2, 3 or a gazillion models in one battle - all hits are assigned and decided at the same time and you get 2 VPs "each time you kill a figure in a region containing a bloodletter". Thus, you get 2 VPs during the time you kill from one to gazillion models in a battle. If it were 2 VPs per figure, the card would state that. However, it does not say "for each figure you kill in a region containing a bloodletter". No, it says "EACH TIME". The key question when determining if something is overpowered is: "Would I choose any other Upgrade over this?" The answer to this question in Khorne's case is, in my opinion: "No, I would not, since I can win the game entirely based on one Upgrade." The only card worth contemplating at all is the Cultist upgrade, if you're going for a DA victory, because that way you can get hits in more regions per turn. This is often overkill, since Khorne doesn't need to get 4-5 DA markers per turn. 3-4 suffices.
  7. What was it about? The link is no longer functional.
  8. For some reason this board is swallowing some of what I type. Sorry for the gaps in the above post.
  9. Well it all depends on the cardssuch, but at the moment (and I mean at the moment) it seems Khorne is getting lots of good stuff, while Tzeentch is getting shafted (you can ask Slaanesh what this means). We've played about 15 games of CitOWTzeentch has won ONE game. Even the Old World has won twice. While I agree that the gods are all balanced - Tzeentch is always near winning but has so far fallen shortrun out of steam for some reason - Tzeentch seems to be the one that needs special attention (and please don't ask Slaanesh what this means) to be more competitive. Khorne has been doing A-OK in all of our games, while Nurgle is probably the most feared god. Intriguingly, Khorne, NurgleSlaanesh are almost equal in their winning rates in our games. Despite all of our presuppositions"Nurgle wins every time" comments. I'm interested to see how the Horned God stirs the pot.
  10. Heh, I've had this game for two, three years and we still can't finish a game under 4 hours. The best nations seem to be Hyperborea and Turan, after the initial "By Mitra, Aquilonia is soooo powerful!" shock. Turan can do everything Aquilonia does with less cost, while Hyperborea enjoys both might and magic.
  11. What happens then? Here: * Roll five dice and count the number of hits - the player with more hits gets the prize? * Toss an Atlantean coin and see whether Cthulhu or Tentacles turns up? * Pitch the players against each other in a pit fight and give the survivor the prize? I recommend the first option. The third might also be rather entertaining.
  12. The game is not fiddly at all. While there are tons of bits and pieces in the box, only a number of them exist on the gameboard at the same time. The rules are rather straightforward and it's easy to play the game as long as one person knows the rules by heart. And I mean all of them - reread the rules after playing your third game. It's easy to make mistakes in your first few games, so read the rules carefully. The game lasts quite a while, which may be a problem considering your gaming group. We can't finish a game in less than four hours, for some reason. Combat is fun but very random. So is intrigue. Lots of rolling dice and plans gone awry because of bad luck. Strategy and Kingdom cards make the results somewhat more predictable, however. The Conan "fluff" in the game keeps the game thematical, and you will get Conan moments, but AoC did not 100% meet my expectations of what should be Conan, and I've been a die-hard Conan man since the 80s. To me it feels more like Barry Windsor-Smith's Conan rather than the dark, brooding Conan of John Buscema, if you get my meaning. The theme is present, but not very heavily. Furthermore, Conan is more like a force of nature in the game rather than an active participant. This may strike odd to some people, while others will like it. You are the kings of the known world who shudder on their thrones at the thought of the dark-haired Cimmerian coming to claim your throne (even though this is actually the way to win the game). It's a game to be lived and experienced rather than strategized to death. This may make it a very good game for your gaming group - planning beforehand won't win this game for you. To win, you have to adapt to changing situations.
  13. Emissaries have no trouble standing in provinces with enemy armies. They just can't perform an intrigue contest when an army is standing there. In short: leave your emissary there. He enjoys diplomatic immunity from the enemy swords.
  14. We play with double VPs for objectives (Hyborian Kingdom, Sorcerous Nation, etc.). The VP rewards for completing objectives are too low to really matter.
  15. It's rather simple: NO CONAN PRESENT Conan+Hit is one hit for all players involved in the fight. CONAN PRESENT Conan+Hit is one hit for the non-Conan player. Conan+Hit is TWO hits for the Conan player.
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