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Kaptain O

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About Kaptain O

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  1. When you access a card from HQ due to a successful run (or any other reason), does the corp player get to see what card you accessed (assuming it wasn't an agenda and either was not trashable or you chose not to trash it)?
  2. Is it possible for a corp to run an out of faction agenda? There is no influence cost so I'm thinking "no" but that makes the core set very restrictive in terms of both agenda choice and deck size.
  3. /sadface In LOTR LCG they only printed 1 of the characters so I was hoping it would be the same here.
  4. Title mostly sums it up. The splash page says the first expansion is 60 cards, 3 copies of 20 cards. One of those cards is a runner Identity and one is a corp Identity - are we going to get 3 copies of each? Correct me if I'm wrong but there is no reason/need to have more than one of an Identity right?
  5. I figure both Joust and Melee, the core game seems very geared toward the multiplayer aspects - do people mostly play one over the other or is it an even split? Do you know if the Clash at Arms expansions are still available or do older sets go oop? Would you suggest I handle anything differently in trying to kickstart a community at my store?
  6. Hi all, I have played on and off for several years going back to the old ccg days and I am looking try to grow a community for the game at my store but i have some questions to help me figure the best way to go about this. If any of you can help me out with answers I would appreciate it greatly. I am looking at starting an "escalation league" where each player takes a deck from the starter box and builds on it from there, at an identical pace. 1) Are the 4 decks in the core game approximately balanced or is one head and shoulders above (or below) the rest? 2) If a player wanted to play Greyjoy or Martell and bought the appropriate expansion are their decks going to be on par with the 4 from core or are they going to be better? (I assume they will be better) 3) Looking at what chapter packs to "escalate" into, the obvious idea is to get the most recent block and start at chapter 1 and move forward - will this make functional and fun decks? are there cards in earlier blocks that are more important and key to the game? Are those blocks still available? 4) Does my idea of everyone buying the same chapter pack each month make sense to keep the playing field even? 5) Is there a way to get more of the cards in the base game without buying multiple sets of it? Such as additional street of steel/whispers 6) What in the way of support does FF offer for Stores/TO's to encourage players? Obviously WotC sends out promo cards, Cryptozoic does the same as well as playmats and redeemable crafting supplies and badges - does FF have any kind of promo or item support that I can lure people into playing with?
  7. so wait, if you get put in the OW by an encounter in the arkham encoutner phase you then also get an encounter in the OW encounter phase? didnt realise that.
  8. How do you decide which of the 2 people have to roll opposed, say Albert and Boris run up to Christof and start hitting him - do they both roll vs diff 1 and Christof rolls based upon whatever the stat of the guy he is targeting? or does he roll vs diff 1? or do Albert and Christof roll on each other as opposed and Boris gets the diff 1 hits? Do you still allow Albert and Boris to take the "assist" manoeuvre to give each other a white die?
  9. If so what do you use as the opposed stat/skill? WS(Str) vs WS(Str)? or vs Agi? BS(Agi) vs Co-ord(Agi)? or athletics? Caster stat vs Disc(Will)? Or do you do the attack roll opposed by the target's Defence? Orcs and Wargor have str 5/6 which means players are going to be rocking 3 challenge dice. Are people missing a lot? I don't want to turn this into 4e dnd (or even worse v1/v2 wfrp) with 50% (or greater) miss rates on all attacks and combat being a whiff-fest
  10. By the RAW, no. But you could house rule it, or even if your career card was something else/similar you could still play as though you were your original career.
  11. Yes, but you cant put 2pts in a single skill
  12. Interesting - does that make sense vs an unarmoured target though? AGI+2-TOU? Im going to play around with it, maybe DR3 with pierce 4... I have a table setup for ranged weapons but I'm really not happy with it, I also added shortsword and handaxe to my melee table and am thinking about adding a 2 handed Pick kind of weapon. For my ranged table I upped the effectiveness of blackpowder weapons and re-worked the unreliable trait to work similarly to my breakable rules for melee weapons. I also am looking at armour and will probably remove the 1 soak that cloth gives since that seems kind of pointless.
  13. UncleArkie said: I do agree with you to some extend, the wardancer starts with 4 agi for free making 5 agi a 5 point investment, then get the action card that allows him to swap his melee attacks to agi and we are in a land where the beginning War Dancer will with a handweapon specialization make mince out if almost every opponent he meets, scary, very, very scary. compared to a human or dwarf in a str based class (like soldier) who start with 3 or 4 str and can buy up to 5 str for 9 or 5 points (remember the human gets 5 extra points to spend so that 9 is more like "4" and then have them get troll feller strike or dual strike or the 2 handed weapon card (thunderous blow) and that human soldier is just as good as the wardancer - on all of his attacks rather just the ones that use agi. to be fair I dont have the toolkit yet (its wrapped under the tree, an awesome gift from my son) but so far the careers are all very well balanced, and that is the problem - imo a wardancer should not be equal to a watchman. I guess thats just pretty fundamental to me and we may have to agree to disagree if in your vision of the WW they are equal. Good thing is the game is very easily house ruled, I am currently putting a document of all the house rules I will use (kinda like my version of the errata) for my players.
  14. UncleArkie said: Actually I am not, who is to say that a worthy warrior should not be honoured by learning the way of the sword, of course learning these things would have to have them go and train with the appropriate faction of elves or dwarves, problem solved, rules are in compliance. Sure you as a soldier can learn it, if you can find someone to teach you. Might actually be fun having a SM in the group trying to teach the pitfighter how to part the waters, while the big brute keeps using force, lots of good roleplaying there. I'll be ignoring that part of the erratta I think - I will make traits restrictive - of course as you say there may be some rp situation where the restriction is removed due to good roleplaying and great story but as a general rule those techniques will be unique fighting styles. The careers will also for the most part be left out of creation and will require rp/story to get into. If you want to run a ZOMG HERO game with a troll slayer, swordmaster, wardancer, ironbreaker and kick ass from day one I could see using them but imo those are (with the possible exception of troll slayer) "elite" careers that should have a certain amount of "woah" associated with them when people meet one.
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