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  1. Yeah I have read the other comparisons (here and bgg). Whilst they made an interesting read, it made to many subjective assessments, which renders the analysis less useful IMO. Having a single number to represent the team as a whole is problematic to say the least, unless you are collating stats from actual games across a statistically significant number of players. I am trying to produce a series of metrics, based solely upon information that can be wholly objectively collected ie SP, DSP etc. Ah the Dwarves, gotta love em. They are tricky I agree, but have some oft overlooked strengths IMO. The point of Dwarves IMO, is to tackle targets that lose more SP then you do (ie take advantage of the 2SP downded SP for most players) and couple this with the copious guard ability to stop downed players being injured. That and taking advantage of the team cards. They have the highest DSP in the game (added across the entire team). I think improving the deck-manipulation abilities of the dwarves (ie sprint/foul/etc) is the prime goal of dwarves in the early game. But even if this fails, the high DSP nature of the dwarves will be there in most hands. I play them exercising their bashy nature, and not worrying so much about tackle-fails (as it will result in a 1SP loss). "Stand firm" works well against teams that are bashy in nature, or for example stadiums that prevent passing. If an opponents has too much ball handling to cope with, I go on an all-out bash-a-thon (or choose stadiums that hamper them). Remember even a 2die bash against is still a 25% chance of a tackle. If an ogre is going to drop 3SP, in one go and your dwarf will drop 1, its worth the tackle IMO under many circumstances. I would also not worry to much about engineering 2 die blocks. The troll slayers have dauntless (or is frenzy can't remember) IIRC. 1 Die blocks are still 50% chance to succeed and ~84% of not downing your dwarf. Even if they do fail its a 1SP loss. When considering the odds you also must consider how much you lose/gain IMO. Don't underestimate the 3SP Blockers that have guard. They are there to stop your downded players from being injured and thus keeping their high DSP. If there is a team that excels at 1 Die blocks it is the dwarves. NOTE : Remember if you down 3 Dwarfs thats 3SP loss(in general with blockers/blitzers/troll slayers), if you down 3 opponent blitzers/blockers/whatever its usually a 6 SP loss. You can afford to fail more. Also the Team Cards help quite a bit. Thats my take anyway NOTE : I am still a newb so, perhaps my analysis is coloured my own nativity and lack of experience. You almost certainly have much more experience with this game then I, so I hope my opinion does not come off as "preachy"; its is not intended this way. I have only played the Dwarves twice. I did win once though (4 Players), but it was early on when none of our group had much experience, so take that win with a massive grain of salt . We also don't generally use stadium rewards (but do use stadiums, and their restrictions), and only have the corrupt ref on rounds 3-4. Otherwise the game is standard. So our game rules and playstyles may somehow advantage the dwarves.
  2. Thanks for this. I am not sure this explicitly precludes it (as it seems to be more saying that discarded cards are sorted FIFO and need not be shuffled). Using this as the sole ruling would imply mission cards go to the bottom, which we know they do not. Therefor I think this is more of a ruling on the ordering of the cards. I could be wrong, but I do not see how this can imply anything about the tech-deck other then the order of cards discarded. Respective decks, does not stipulate what the decks are, ie the discard deck (if it exists) or the tech deck. The game rules feel the need the explicitly define where the crisis cards go, and what happens to the mission cards, but there is no such explicit ruling on the tech cards (and am not sure about the enemy deck as I do not remember). I am just not sure at the moment. Think I will send FFG an email. You may well be right IMO BTW. Please do not take the above as a dismissal of your viewpoint. I am a bit of a stickler for the language used in rules, as it is generally the only way to fairly evaluate disputes between players in my experience. Thankyou for taking the time to get back to me, I appreciate it. Thread derailing over (Sorry OP)
  3. @OP I also play solo a bit, I pretty much agree with everything thing the above poster said, with a couple of caveats. Firstly 100% on the setup side. DO NOT setup like the game instructs, as this is for 4 people not 1. I would partition your cards into TIMED phase cards and RESOLUTION phase cards, make sure all the TIMED PHASE one are close together and far enough away from the RESOLUTION phase cards to be partitioned from them. I also tend to group my money into groups and cards in sets (particularly crisis cards as they are sleeved and my sleeves seemed to be made of teflon, one miscalculation and its chase the crisis cards for the enxt 10 seconds : ) ). That said it always sat a little uneasily with me, as the time you get to take those cards is supposedly meant to account for the collection phase, and I wonder if I am cheating a little bit here IDK. I would use a phone or small tablet, not a pc or laptop for the app as it is much quicker to tap something directly in front of you then try and use a mouse. As the above poser says time is critical in single player, especially for having enough to make strategic decisions about tech, or ensuring you only spend what money you actually need. Standing during the timed phase works well for smaller areas, but sitting is feasible if you have your area setup right and can reach everything easily. Planning your next timed phase, during your resolution phase helps to. For example knowing you are going to use "all in", then "weapon fragments" early on to get some money, then "officer training", etc. I tend to partition my actions into ones I take at the end of the round in PAUSE time (skyranger for example, so I can choose from all the crisis cards available) and those I try to get done before hand (ie the money ones, as if you wait till PAUSE time, their funds cannot be used that round as EMERGENCY FUNDING has already been allocated). I keep two number in my head before I start, the number of timed phase cards I am definitely using before PAUSE TIME (which I decrement every time I use one), and the number at PAUSE TIME. This way I never end up in a situation where I forget to use a given card. I also try to use them in the same order as that helps jog the memory for future rounds/games. Finally remember PAUSE time accrues at 2 seconds per XCOM phase, unless the timer has run below 4 seconds then it is half the time remaining. So use every second you can and only move on to the next phase when the timer runs to 5 seconds (think it changes colour and may ding at this point IIRC). NOTE : Non-xcom phase ie crisis card selection, place ufo's, enemy at the base etc should be run down till almost the last second as no pause time can be accrued from these actions. DO NOT LET THEM RUN OVER. You lose half the time from your next xcom action, and pause time drains until you move on. Anyway solo is fun. Perhaps a little overwhelming the first few times you play, but fun none-the-less. I think it also helps you formulate strategies you may not otherwise think of, as you can more easily see how the various roles interact with one another. Hope this helps. BTW : This was meant as a reply to the OP, I quoted KRISHAKH as I seconded what they were saying.
  4. Yes thankyou for the clarification. It is what I was doing, but I do agree it bears enumerating. I figured out the pause time limit the other night and mentioned it in another post. I kinda think they should have made it more percentage based of the total time remaining (then multiplied by 2 seconds). I personally think the current system does not add much as saving the last few seconds is not hard. Then again this may be skewed by the difficulty and number-of-players I have in my games (generally 2,1 or 3 players). Perhaps it is more salient, as the time allocated diminishes. I think the app changes colour and beeps at 5 seconds anyway IIRC, giving the player a nice heads up. Perhaps I am misremembering this IDK.
  5. I am not sure on this one. But here is my interpretation : SUDDEN DEATH PDF ON DOWNED SKILLS Each time a player with downed skills is downed, the downed player’s manager resolves these skills immediately, interrupting the active manager’s turn. SMASH EM BASH EM ORC TEAM CARD Response : After successfully tackling a standing player, exhaust this card and roll1 die. On a * player is injured. BLOOD BOWL TEAM MANGER RULES PDF Response abilities are resolved during the Matchup phase when the conditions are fulfilled. Above is the relevant sections of the rules. I guess it all comes down to whether the player ever becomes downed or in other words is : A successful tackle EQUAL TO a downed player (assuming a standing player). Or does a successful tackle RESULT in a downed player. If it is the former then I would say downed skills go before the response card (citing the IMMEDIATELY interrupts the players turn part of the rules). If it is the later however then I believe the opposite is true as the player has not become downed and therefor the response can take effect. I think the text for FEND might be useful here. FEND allows you to stand a downed player if this players is ever successfully tackled. The card does not say successfully downed. I believe the distinction is there, as the later could never apply as DOWNED Players lose all printed abilities. Hence successful tackle is a distinct and separate step that occurs BEFORE a player becomes DOWNED and thus is able to be interrupted by applicable response abilities. Thats my tentative interpretation
  6. For me, here is my take. 1. I like the fouling mechanic, it requires more forethought IMO, and disrupts players that use set strategies (and perhaps lessens the advantage the last players has). 2. Stadiums are fun but I am not sure I particularly like the extra rewards. Personally I think the reward should be an either/or. It does not promote hard choices IMO. The only thing I liked about the rewards were the fan points in the last round, and the ability to gain a few more team cards, for which opportunities are kinda low in the base game. 3. As for the REF. In general I think it adds some fun to the game (and at times a little strategy), but am not a fan of playing him every round. We play ref on rounds 3-4. It also completely unbalances the staff card regarding fan-points from cheating. I think it might have been better if this mechanic was restricted to a few teams, or team cards, staff cards, ie exhaust this to allow the ref to run this round. It would flavour well with a few teams. I have not disliked any team in BBTM and the FP teams are no exception. Happy bloodbowl'n all.
  7. A free pass to ramble .... OK here goes Thats one of things that initially surprised me. As looking at the humans they seemed to have passing strengths, then when I seen them in the stat sheet I thought I had made a mistake somewhere. Then I realized their passing strengths came in ball-handling-abilities like "strip ball" and "dump-off" not to mention the 3SP catcher that can be dumped-off to for extra fan points (admittedly can be hard to get sometimes). Gotta love the blitzer. Yes Dark Elves are cool like that. I find usually the players that struggle with them, play them a little too conservatively and don't say use their dauntless assassins for 1-dice blocks. Not to mention downed players that flog the ball (I think thats the blitzer IIRC), witch elves that are the only player that can choose to cheat or not. They do lack in the SP department though. There are sometimes cases for undertaking 2 dice against blocks just to get the downed skill ie flog the ball IMO. I am currently working out a way to objectively measure each team in a number of areas without making arbitrary decisions about how much each skill is worth. For example you can objectively tally star power, and use the odds of tackling (and tackling abilities) to work out, for each player their chances of tackle success (attack and defence) against each and every player in the game. Once the data is in , the computer does all the hard work, and it is 100% objective assuming of course that the info I put in is correct. A summation, average, and median of those probabilities will give a reasonable estimation of each teams attack and defence (not sure which provides the best measure, may need to use some other form of heuristic). It would also allow for comparisons between individual teams for greater accuracy. From there I can factor in downed-skills, injuries etc. Probably measured separately unless it can be easily "objectively" merged with the previous results. In the end I hope to have a series of say 4-6 numbers that measure each team in different areas (ie attack, defence, resilience, passing, etc). Passing is probably the hardest to reduce to a single number IMO. Although I have an idea to come up with something reasonable, although not as meaningful as the attack/defence stats. Star players I will measure separately ie as a union vs union comparison. AM not sure about team cards yet. Some could be evaluated easily, others not so much. Hoping the stats will help expose those teams that are stronger or weaker, and under what circumstances (ie tournaments, matchups, fan points etc). We kinda like the info the stats provide in our group. Just something I am interested in pursuing in my spare time, an hour here and there. Probably will never finish it, especially as I like to revise things, but will certainly try BTW Sorry for the late response. Got sidetracked with xcom the last few weeks and did not realize anyone had responded to this thread. Apologies for the WOT!!!!!!
  8. Nice win, nice writeup. If you don't want to take notes you could always just film the session, or perhaps just vocally echo your choices and record it. Might make it a little easier so you can concentrate on the game. IDK. Enjoyed reading about it anyway. Have fun.
  9. No worries, always glad to take the time to make myself sound like less on an idiot Happy Xcomm'n
  10. It doesn't run out. In the refresh phase, all discards (for every deck in the game) go back to the bottom of the deck. Well, I suppose if you somehow research 20 or so techs, it COULD happen, but why haven't you just won the game already? The one exception - completed missions are removed from the game. 1. Well you can burn through the tech deck without researching anywhere near all the techs. The Workshop and the "discard 2 tech cards from your hand" can allow you to get through 3 techs a round + whatever you research. I have not personally managed to get through the entire deck but we have come close a couple of times (ie 3-4 cards left in the deck). 2. What you say about crisis cards is correct, the rules explicitly state this, but I cannot find any reference to this for the tech-discard pile. As far as I am aware the tech discard pile is separate to the tech-deck. Cards like alien-materials explicitly state going through the discard pile. Perhaps this only ever consists of the cards discarded that round, IDK. Personally I think it is separate for the remainder of the game, as this makes the workshop/alien-materials combination far more potent. This also allows alien-materials to benefit players who discard techs that are less beneficial early on and then potentially recoup them at a later date if required. If this is not the case then alien-materials will only ever be beneficial when used in conjunction with the workshop, or to allow you to preserve a tech lost through one of the tech killing crisis cards. Sure thats good, but IDK doesn't sound right to me. Unless I have failed to locate the referential text in the manual or FAQ, the only other place it could have been mentioned is the tutorial (which to be fair I don't really remember that well). If you have any more information about this please let me know, I would appreciate it. As I tend to use alien-materials quite a bit. Thanks
  11. Just beware of the "discard 3 techs from the Chief Scientist's Hand" crisis. Yup not a nice one. Generally I have a few techs each round which I don't mind losing (ie will be discarded) [either because they are to early to be effective, or too late, or just not as good as others on offer] so that lessens the impact for me, usually. I can always use alien-materials (or whatever the card is called) to grab one of those back anyway as it goes to the discard pile. I do love that card. Good point though, as that crisis card effectively makes you throw away your existing hand (if you are researching 3 techs that round).
  12. I had an "a-ha!" moment when I finally realized how to use the Workshop. At a first glance, it looks counterproductive - you burn a tech card and you just won't see it again (unless you're using it REALLY early). BUT - you can't research everything anyway, and some techs are of the critical-at-the-right-time type, and THOSE are great for Workshopping. Furthermore, you don't have to pay credits - just scientists that you probably weren't using anyway! It also means one less card in your hand, which in turn means one MORE that you get to draw the next turn. So you're more likely to get the things you really need. A couple techs I'd comment on: UFO Flight - not as good as it looks, because it doesn't apply to base defense. Arc Thrower - ABSOLUTELY CRITICAL if there are Thin Men about. Nothing sucks like trying to defend your base from Thin Men. The Sectoids' Mind Merge is a minor nuisance compared to the raging hemorrhoid that is Infiltrate. Plasma Cannon - good any time, but fantastic if you also have Interceptor Repair. Like the auto-kill weapon upgrades, but you activate it with a spare interceptor. Well worth the heavy commitment needed to get a 3 tech. RE WORKSHOP Yes now use it in conjunction with the alien tech that allows you to take a discarded card at put it on the top of the research deck (alien materials maybe, can't remember). That card sounds crap when you first see it, but is one of the best in the game IMO. It allows you to use the workshop with say "plasma rifles", then suck it back onto the tech-deck and use it again next round. Essentially you get all the advantages of the tech without having to research it. So choose a couple of "pet" techs and use em all game. That plus judicious use of the "discard and replace 2 tech cards ability" allows you to push through the tech deck at a high rate and still retain a couple of pet techs. A good CSO is probably the MVP of the game IMO. BTW I tend to use it for the SL weapon techs. They allow me to then concentrate research in strengthening other areas of the game which in general have less techs available (SL has 11, the rest have 5-7 each).
  13. Yes that specific example (number 2) is detailed in the FAQ in the APP. You ASSIGN before you roll so anything that is tied to ASSIGNING can avoid the role. If you have not already done so, the FAQ is worth looking at as it goes over a few example like this.
  14. This has already been "solved"; all invasion plans are 7 rounds long, except for Onslaught which is 6. Each normal mission you complete reduces the number of rounds until the Final Mission appears by 1. Thanks for confirming this. I thought it was 7-minus-missions but did not know how the invasion plans altered things. Worked out the other night that onslaught was shorter, so was not entirely sure what was going on. Thanks again
  15. Yes I did not word it well. I was not meaning to imply about getting salvage during the timed phase. I was responding to you asking about whether salvage acquisition (given the 3 variations I described in my post) really matters, and whether there was a card that would make this matter. EXAMPLE 1 I asked if salvage was not allowed to be collected until after the end of the mission. If this was the case then you would not be able to use THAT salvage during the NEXT "timed-phase" unless you completed the mission. You would also not be able to use THAT salvage during the rest of the current "resolution-phase" ie with the workshop (or laboratory, whichever one it is). Hence the order of salvage is important. (Now obviously if you have a ton of salvage this is not important at all, but generally its beter to use resources rather then hoard them). If you gained it straight away then you could for example kill an alien and then use the salvage from the kill to say "research the light-plasma gun" and gain a success on the next alien you attack that round. If you had no salvage at that point, or not enough (as it would require you to buy that tech with salvage), and you had to wait till the end of the mission, then you could not use it to help yourself. I bring up this example as i used it to win a game the other night. Another example would be using WEAPON FRAGMENTS during the following "timed-phase" to gain more money. If you have to wait till mission completion to gain the salvage then you could not use that salvage to do this. You may even have to discard the salvage if you choose to abandon the mission. The base salvage order only becomes important for resolution-phase abilities (ie the workshop/laboratory card), as it cannot occur over multiple turns so thus the "timing of salvage acquisition" cannot possibly affect the timed-phase of the following round. I am playing it now as others suggested on this forum ie claim salvage as soon as the alien is dead, regardless of where it is killed (ie mission/base), and thus I now have the option of using that salvage immediately. It certainly gives the players an advantage to do this, particularly if you are making judicious use of your workshop/laboratory. So what slothgodfather is 100% correct, but was not really what I was talking about (my fault there). Hope that makes things clearer (though probably just made things worse )
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