Tyroki
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Posts posted by Tyroki
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1. If a marine gets killed by an attack but would become stunned after that attack, does the marines spawn back stunned ?
2. When playing the ''onslaught'' event card (power overwhelming set) it says perform an additional attack against a different marine. What is the case when playing against a solo marine ?
3. I think I was already doing right with this one but still to be sure. When I spend my argent energy token for my baron of hell to perform the "grand fireball" attack if I would be able to then move and become adjacent to a marine i cannot perform a regular attack right ? since you can only perform 1 attack and its not a additional attack.
4.When a demon figure occupies a space with an item on it can a marine player still spend 2 movement points into that space and pick up the item then move out with remaining movement points to not end on that space ? Since at some points in the book its says you only need to move into a space while at some points it says you need to occupie the space.
5.Does anyone feel like the solo marine is a bit to much ? Played quite some matches 1 VS 1 now and the top amount of frags I seem to get is 3. The additional main action seems a bit to much. If you would play 2 marines you get 2 main actions in a round while a solo gets 4 (not counting the combat shotgun cards).
1) No. Clean slate, but with any weapons he picked up (BFG, Rocket Launcher, etc). His 10+ card deck is fully reshuffled (no discards), etc.
2) It simply doesn't work. The wording is very specific. The same goes for the Explosion card. You can't splash damage things that aren't there. That being said, the black die card still works, as it specifically states the marine with the lowest amount of damage. The solo marine is always that marine. Argent Energy is the best use of situational cards that are unable to use.
3) Grand Fireball is an Argent Energy spent free attack that can only be used once per activation (so only one Baron can perform it if you have multiple). You can still attack normally. Without playing any cards, this means that the Baron of Hell is capable of 3 attacks in a single round if it spends argent energy and it's 5 movement points. 4 if you use the card from Power Overwhelming to attacking a different marine, 5 if you use the melee only extra attack from the card in that other deck (I don't remember the name). This makes the Baron of Hell a very powerful unit.
Don't worry. I honestly thought the same as you during my first map.
4) Moving in to that space is occupying it, even if temporarily. So long as you have enough movement points to enter and exit the already occupied space, then yes you can enter to grab the item/objective and move on. This means that demons can't block spaces unless a marine is low on movement points.
5) Actually, two marines get 4 main actions, as do three marines, as do four. The problem with the solo marine is the amount of health it has. It takes 90 actual health of damage for the Invader to win, not even taking in to consideration health packs. This is over double the amount of health a four man group has. Even a two marine group has 72 health, but at least that is manageable.
If you want to make the Solo Marine less ridiculous, try lowering the health to 12 or 13 (I'd start with 12 personally). That puts it more on par with a two marine group. It'll still be the Doomslayer, but you'll have a much more entertaining game. You'd be surprised how much difference a few points of health will make. (Health x 6) + health packs is what you're up against as the Invader. Remember to not pull any punches. The Marines are very powerful in this game, and as the Invader you may feel a bit on the weak side. You aren't. Think about the sub-decks you're choosing to make your 18 card deck. Tailor it to the Invasion card you get. Abuse Argent Energy as much as you can afford. Discard 1-3 cards from your hand each turn (ones that won't help you with the current board state) for Argent Energy. Smart use of your resources will see you have a better chance of winning.
Also remember that Infestation is challenge mode for the Invader.
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They probably decided not to go with zombies as it's meant to be high paced, and even in the game, the zombies are practically useless. They're slow, lumbersome and die easily. At least with Imps you can get quite a lot of use out of them, regardless of their low health and stagger value.
We probably will see Hell Knights, and we definitely will see Summoners. Hell Razers were probably left out due to their vague similarity to Possessed Soldiers but also to keep an easy balance for initial release. Hopefully we see them too.
Lost Souls are more likely to be tokens and environmental hazards than units, as their entire role is to suicide. Maybe Summoners will summon them.
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Reposting from my post on Board Game Geek:
I just thought of something.
For those of us who own the original doom, we can actually make scenarios out of both using either map pieces from the original (if you want a large map), or just pieces.
You could make map objectives using the old game (to save from having to make custom pieces), and easily run map spawning specific to areas on the map, allowing from much deeper play sessions =D
Not only that, but you could also bring back Key Cards using the original game, thanks to that actually being a thing.
One of the things this game misses out on from the Doom 2016 video game is exploration, which is something we can easily add ourselves.
Then I thought about it, and what if some maps have bosses specific to that map? You could easily add adjustments to a demon (or give choices by giving multiple for the Invader to choose from) as part of the map. Imagine giving an Imp 12 additional health, a glory kill rating of 11, one armor pip, and allowing its Charged Fireball to deal an extra black die instead of red. Heck, take the imp card, scan it, then add it to the map with your modifications.
For those without the old game (which you don't need for bosses), hope isn't exactly lost. While the maps are all super squished together for the objective guide, that doesn't stop you making nice, large, spread out maps with some cunning. Also, you could still make use of pieces from other games you own.
I'm really looking forward to seeing what people build from here, and I'm about to head upstairs to start messing with map configurations myself =DPsionics313 reacted to this -
We played the tutorial and the first mission with 2 marines. Baron of Hell slowed them down pretty considerably but with the larger hand size (also due to class cards) and some lucky draws, shuffles, and redraws he got mowed down by a static gun that had the charge card played 4 times.
That marine is cheating, as explained by Demax.
The reason why used cards go to the discard pile only after the activation is completely over is to stop this sort of thing from occurring.
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Charge, charge, discharge is one of my least favorite things to see played as the invader.
Alongside the combo that the chaingun gives, right? Right?
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Thank you all for clearing this up.
I was wondering why my Imps were having so much trouble.
We thought it was just one line, like Line of Sight.
This gives me much better defensive options.
... Of course it gives the Marines the same, but eh.
Lets see them use defense when they're stunned =D -
So I'm not really understanding how cover works.
Do you have to draw lines to all corners, and if anything is in the way of one of those lines, the defender is in cover?
Or do you just draw one line?
We were doing it with only one line, and things were seldom ever in cover.
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And as it turns out, Discharge really freakin' hurts.
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When you regularly play D&D and have to roll a small set of dice over and over again, you honestly stop caring about having 'less dice' than required learn to keep a small paper pad and a pen on hand, or y'know... your cell phone. Which has a calculator.
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I had a big post typed up and everything...
Bah.
I finally got to play today. Tutorial and the first mission.
Honestly, I underestimated the Imps from the very beginning. I saw what I thought were better options, and just went with those.
Things weren't going overly well, and I decided to spawn a 3 pack of imps when I got the chance just to see what would happen.
I almost gibbed one of the marines.
Don't underestimate the power of 3 sets of 2-3 red dice in a single turn.
Imps also prefer hit and run tactics thanks to their first ability which lets the move after they attack. This means they can run out, attack, then get back in to cover.
Abuse cover as best you can. Possessed soldiers make very good cover.
They also have what I would honestly say is the best special defense.
Thanks to some cards having the special, and a playable card in one of the decks allowing you to give a defending demon a special defense, the Imps end up surprisingly tanky against one big attack. Of course they're better hiding then attacking, abusing their range. Especially with Ardent Energy.
So yeah. Made the mistake of underestimating Imps.
Won't be doing it again.
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AHA! There they are.
So they ARE grenades.
Different TYPES of grenades.
Neat.
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I'm counting 17 weapon tokens, 2 grenades.
Then there are 2 tokens that look like power ups, and 2 that look like praetor elites.
I can't find anything anywhere about the power ups or praetor elites, so I'm guessing these were meant to be grenades and were otherwise cut out of the base game.
Otherwise it adds up to 23 correctly.
Everything else has been correct.
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shnar said:
I actually have one that I believe Kevin Wilson created. It was in one of the gaming magazines, I don't think Dragon Magazine, but one like it. I'll have to dig it up and scan it so it's not lost to the ages. I think it's unique and not uploaded anywhere, but could be completely wrong on that

-shnar
I'd say that would be completely worth doing.
Here's hoping with Doom 4, FFG revive/remake this boardgame. I doubt it'd be an expansion as the original is out of print, but hey. Hope.

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Huh... did they never make official ones?
Well that's okay. Making custom maps is more fun

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Alright, I've got you

Well I tried my hand at merging Doom and Descent. I probably did things wrong but there seems to be a limit on how many 'Tiletype' types you can have.
If you just simply merge them in to a single main .set and remove the Descent WART gui.set (because it's ugly compared to the Doom one), things get put in to their own categories AND the doom ones. But if you change the Tiletype type numbers so they don't overlap, they all get thrust out of their categories and in to the doom ones fullstop.
As I couldn't work out how to fix it, I just went back to first way >.>;; At least I can make the maps that way. It's interesting though. I can go from a huge sci-fi complex and then suddenly... it's out in the open. The hordes of hell are moving, spreading out on to the Earth.

I also noticed that Descent has some really 'demon'ish critters. I'm considering converting them in to Doom. Some of them look pretty 'horrifying', if you look at them from a marines perspective. It could also be that hell is beginning to corrupt the natural world on Earth.
But yeah. That's how I'm working the merged .set so far.
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Uh... I really hate to be a pain after you'd helped so much, but...
I can only find Descent WART v1.1
Where can I find WARTS?
That is, assuming there is a difference >.>
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Ugh. Thanks for the reply, but I've never, ever been good with code.
How does one go about doing this without their brain exploding? I'm a thinker, not a coder

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shnar said:
Jakews said:
That is a great analysis. I think you hit the nail on the head. Unbelievable that Decsent did so much better than doom.
I think it's two reasons: 1) Since Descent continued to have expansion after expansion released, that alone encourages people (at least I know it encourages me) to take a more serious look at the game. With so many expansions, then it has to be a decent game, right? and 2) Fantasy seems to do better in general than Sci-Fi, let alone Sci-Fi Horror. I think gamers like dungeon crawls, swords, armor, spells, etc, more than guns and hellish invaders.
Too bad too, I kind of wonder how the sales would have gone had say a 2nd Expansion been created...
-shnar
Probably a darn sight better than had the game been balanced better from the get go

Not everyone is a fan of house ruling, unfortunately.
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shnar said:
Considering the Holiday Sale last year, here's what I think happened:
- The original Doom came out, and after some time it did indeed sell out, requiring a 2nd Printing (with better dice).
- Expansion came out, and as with all expansions, it didn't sell as well (no 2nd Printing)
- 2nd Printing never sold out, so FFG feels the market has pretty much been tapped.
- With sales down and not really going anywhere, FFG felt there was no profit in renewing the license with Id.
- 2009 Holiday Sale comes around, FFG tries to clear out their back stock, they successfully clear out the Expansions, but not all base game, however sales are not terrible, so maybe there's still a market?
- 2012 comes around, Doom 4 is released, there will be some interest in creating a new license.Hard to say if there actually will be a new license or not, since the original game didn't sell through 2 printings. Descent, a larger more complex game (the general thought being that is should be a more niche market) has gone through what, 4 printings? So the execs may feel that there's not enough interest in Doom to pay for a license agreement.
-shnar
Guess we just have to wait and hope, right?

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Thanks for the reply. I'm finding myself more and more interested in expanding beyond just Doom. I really like how Doom plays (as do my friends), and I really want to expand the experience for them once we finish the base scenarios.
So I'm trying to get a list of purchasable games that are similarly cut. If they won't fit together lightly, I can just set the different game tiles next to each other at a 'break' so to speak.
Also, I'm wondering how one sets up a tile set for TileSystem. I get it has to be done with a png file, but I don't get the 'how' part. I ask for the idea of making a Doom+Expansion+Descent+Basic expansions tile set. How is it done?
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Other than Descent are there other games that use the same sorts of modular tiles and can they all link up together?
Also, can the Descent tiles link up to the Doom ones? (I don't know, still need to get Descent)
If so I have a rather epic idea for a Hell on Earth campaign.
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What do you reckon your ETA is for it?

few rules questions
in DOOM: The Board Game
Posted
No, no, sorry, you're actually correct.
It's per demon, not per card.
I clearly originally misread the rule.
This is further supported in page 5 of Learn to Play in the Activation Phase section.
"If the revealed card is an invader initiative card, the invader must choose a demon type and then activate each demon figure of that type"
This is then followed up on the next page:
"When an invader initiative card is revealed, it is the invader's turn to activate demons. To do so, he chooses one of his readied demon cards and exhausts it by rotating it 90 degrees. Then, he activates each demon figure on the map that corresponds to the card he chose. The activations are performed one at at time."
This was the part I missed as I rushed to play.
I stand corrected (and am VERY HAPPY that I stand corrected... MWAHAHAHAHAHAAAAA!)