Orwin
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Orwin got a reaction from kaifung101 in Deploy and no Void avaible
The "bug" is fixed by building another forge in a system that has an open void. If there are none available then there must be very poor planning on the players part or a concentrated effort mid to late game amongst the other players.
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Orwin reacted to LionCub in Thoughts on Expansion sets
Hoping very strongly for Tau faction. Not because it's my favorite faction (maybe third or fourth favorite faction), but because a friend of mine is an avid Tau fanatic and with the inclusion of that faction I know I could get her to play anytime =D
Tyranids and Necrons are my top picks for new factions, but I'd rather have Tau over them for her sake.
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Orwin reacted to goboking in Thoughts on Expansion sets
As I'm not yet experienced enough to speak intelligently on questions 1 and 3, I'm only going to adress question 2.
The only race I'd like to see added to the game are Tyranids.
- I'm make their game pieces purple.
- I'd give them a massive pool of tier 0 troops, with plenty of ways to get them into play fast and cheap.
- I'd give them a very limited pool of tiers 1+.
- I'd have combat cards key on higher-tier troops to grant bonuses to tier 0 troops to reflect synposis.
- I'd give them ways to easily generate tons and tons of reinforcement tokens.
- With so many ways to generate cheap or free tier 0 troops and reinforcment tokens, I'd consider having them be automatically destroyed if routed.
- I'd consider giving them an alterante win condition (such as take over any four planets containing an opponet's buildings) if it could at all be balanced.
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Orwin reacted to dheck in Chaos Space Marines vs. Space Marines (Are They Balanced?)
Yeah, I think 3 players involve some balance issues around the politics...and my sense so far is that most of those have to do with early game set-up. I'm curious: in your 3 player game, did you have someone stuck in a corner?
We've got a simple house rule that works pretty elegantly with the games rules to produce a 3 player map that is reasonably fair and, I think, discourages teaming up like that to a degree. I wonder if it is helpful in your group We say you can't set home systems next to each other, unless there is no other option.
Here's some of the reasoning:
https://boardgamegeek.com/article/20101646#20101646
To the analysis here, I'd add that having a secure home system in a corner without objective tokens is nice. But so is having a system that is farther from the other two players. The benefits here include the possibility of having a relatively safe place to put cities. The last 3 player game I played, the early capture of a city made a pretty huge difference...
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Orwin got a reaction from dheck in Chaos Space Marines vs. Space Marines (Are They Balanced?)
I've played 3 player games more than any other and it definitely makes politics a more important part of the game. I don't think they're unbalanced however unless its 2v1 the entire time.
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Orwin reacted to Julia in Let's discuss balance
One observation about the Triad problem: the race in the middle tend to suffer, basically because ypu can't rely on corners to avoid being blind-sided. Those who start on a corner of the board can move the frontline without being worried too much of defending the most remote systems.
