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backupsidekick

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  1. Like
    backupsidekick got a reaction from Barby007 in Going To Time   
    Another way that the end game could be changed is this:
    time is called, active player is player A, completes their turn.  If the game does not end, player B gets to play out their turn.
    If the game does not end at the conclusion of player B's turn, player A is allowed to forge a key if possible, if this is their 3rd key, the game ends, if not, player B then gets to forge a key if possible.
    The simple change of having players forge their last keys in turn order prevents the player B situation you were describing where they no longer have any pressure to stop player A, just simply out generate them.  I agree, knowing that your last turn, if you are tied for keys, you don't have to stop the other player, you just have to have more aember to win.  Player B gets a completely different win opportunity than player A gets since if both players are tied for keys, player B ONLY has to have more aember.  Player A had to stop player B from forging, while still having the most aember.  (except for Shadows) most houses EITHER control aember, or generate aember.
  2. Like
    backupsidekick got a reaction from Wandalf the Gizzard in Going To Time   
    Another way that the end game could be changed is this:
    time is called, active player is player A, completes their turn.  If the game does not end, player B gets to play out their turn.
    If the game does not end at the conclusion of player B's turn, player A is allowed to forge a key if possible, if this is their 3rd key, the game ends, if not, player B then gets to forge a key if possible.
    The simple change of having players forge their last keys in turn order prevents the player B situation you were describing where they no longer have any pressure to stop player A, just simply out generate them.  I agree, knowing that your last turn, if you are tied for keys, you don't have to stop the other player, you just have to have more aember to win.  Player B gets a completely different win opportunity than player A gets since if both players are tied for keys, player B ONLY has to have more aember.  Player A had to stop player B from forging, while still having the most aember.  (except for Shadows) most houses EITHER control aember, or generate aember.
  3. Like
    backupsidekick got a reaction from Deuzerre in Going To Time   
    Another way that the end game could be changed is this:
    time is called, active player is player A, completes their turn.  If the game does not end, player B gets to play out their turn.
    If the game does not end at the conclusion of player B's turn, player A is allowed to forge a key if possible, if this is their 3rd key, the game ends, if not, player B then gets to forge a key if possible.
    The simple change of having players forge their last keys in turn order prevents the player B situation you were describing where they no longer have any pressure to stop player A, just simply out generate them.  I agree, knowing that your last turn, if you are tied for keys, you don't have to stop the other player, you just have to have more aember to win.  Player B gets a completely different win opportunity than player A gets since if both players are tied for keys, player B ONLY has to have more aember.  Player A had to stop player B from forging, while still having the most aember.  (except for Shadows) most houses EITHER control aember, or generate aember.
  4. Like
    backupsidekick got a reaction from Curlycross in The Land Endures   
    Is it a bad time to bring up the siege unit champion upgrade card for Lord Vulun'thul and all of our excitement for that unit?
  5. Like
    backupsidekick got a reaction from Hepitude in The Land Endures   
    Is it a bad time to bring up the siege unit champion upgrade card for Lord Vulun'thul and all of our excitement for that unit?
  6. Like
    backupsidekick got a reaction from Qark in The Land Endures   
    Is it a bad time to bring up the siege unit champion upgrade card for Lord Vulun'thul and all of our excitement for that unit?
  7. Like
    backupsidekick got a reaction from Brekekekiwi in New format idea for chain bidding   
    We tried this format at our local store last night and found that this was a VERY fun method of play.  There will need to be some tweaks, but it's due to the chains system rather than the format.
    When we ran the format last night we had 7 chains to bid each round and 2 chains were added as a winning deck.  Once both players picked their deck, we reduced chains to the lowest value, so if I picked a deck with 7 chains and my opponent chose a deck with 4, My opponent would actually start with 0 chains, and I would start with 3.
    The issues we had were that chains didn't do very much in the way of disrupting the game, and it's because of how many chains you shed by the end of the first turn, and what I feel is first player advantage when it comes to shedding chains.
    When you start the game, if you have chains you draw one less card and shed a chain before the game begins.  When you take your first turn, you also shed another chain, so the first 2 chains are gone at the end of turn one.  For all formats with chain bidding, this is crucial to know.
    First player sheds a chain when they draw their cards, meaning they draw 6 cards instead of 7.  Then, when they play their one card, SINCE THEY ARE NOW BELOW 6 CARDS, THEY SHED A SECOND CHAIN.  The first player has shed 3 chains by the end of their first full turn, and this is a HUGE BENEFIT!  Typically the only way a player will draw a card on their very first turn as first player is if they mulligan, but since their hand size is reduced by chains they are guaranteed to draw cards after their first play which means they will shed a second chain during this turn.  I personally feel that knowing who will go first would have an impact on how many chains I would bid because of this interaction with chains and the first turn rule.
    After our first play, all players enjoyed this format thoroughly and we will be using this as a regular format.  We are going to continue to tweak the rules of this format to work for our group, but bidding chains was not difficult when each player was limited to how many chains to bid.  There were a lot of 3/4 bids, but there were some 5/2 bids, and higher when an opponent simply knew one deck would be stronger against their own decks, but all bidding took less than 1 minute to complete and then get playing.  All players enjoyed the added strategy of both bidding on opponent's decks, and then picking which deck to play based on how many chains they would begin with, but all added rules only increased the enjoyment of the format.
    What we are going to try the next time we use this format is instead of reducing chains at the beginning of the game (7 chains against 5 reduces to 2 chains against 0), we are simply going to say that whatever chains your deck has on it will start with that many.  I have attached a PDF for TO's to use in their events, very basic explanation of rules on the sheet, and 2 circles that will need to be filled in for house rules on how many chains to bid and how many chains will be awarded for a win with a certain deck.  I will continue to update this file going forward as this is only version 1.1, and tongue in cheek, it's named freemium after the whole loot box fun we've had here in the forums.
    Please, if you have recommendations for tweaking the format, or this sheet, let me know, otherwise enjoy!
     
     
  8. Like
    backupsidekick got a reaction from DacoTrilar in Variant Idea: Quick Adaptive   
    I had the same thoughts about speeding up adaptive and came up with a simple solution for 1 game rounds that includes chain bidding in a simplified format.
     
  9. Like
    backupsidekick got a reaction from A1win in Archon Short Story Challenge   
    Don't worry, I corrected it.
  10. Like
    backupsidekick got a reaction from WonderWAAAGH in Archon Short Story Challenge   
    Silverther staggered through the entry way, the sun blinding as it fell through the open skylight, the cheers of the crowd deafening and pounding in his ears.  The last Brob lite was probably the one that did him in.  What was he to do, though?  Last night was a raucous going away part for Tabris, the brews were flowing and everyone was having a grand time, but he had tickets to attend the games today and he wasn't going to pass these great seats for a little hangover.  That little hangover, turned out to be a little bit of a problem, nothing the hair of the dog couldn't handle, so Silverther started early that morning with some brews he got from Charette hoping that would relieve some of the tension, but to no avail.  The vendor served him his 5th, or 9th Brob lite,  and by now the stadium was spinning.  Fortunately this gave the positive impact of relieving the pounding in his brains turning his wise mind into Logos test goo.  "pard'm me finm spur, bud, cerd you pont me in'd derectn of 103? I semd loss my place 'n I ned go back to'm seat".
    Silverther couldn't be bothered by the rudeness of this silent amigo, regardless of the fact that it was an easily recognizable cutout of Noddy, he gave it a hard shove as he walked away.  "Fine, 'f you be no hep, then I'fin my way onmyown"
    Silverther wandered down one aisle, and then the next.  He found the restroom, fortunately just before it was too late, unfortunately it was also the concessions stand and he had defiled all of the remaining assorted cooked meats.
    At one point, one of the attendees of the game pointed out that Silverther was breaking the rules.  Although he had tried his best to make sure he wasn’t bothering anyone, he still missed the sign on the entry that stated that all guests need to adhere to a strict 500-1000 word minimum and maximum so as not to be escorted outside.  Silverther paid the sign no attention, and before the day was up he was just short of the word count by nearly 200 words!  Although this wouldn’t have been much of a problem under normal circumstances, this was a championship game, and the stakes were much higher.  When someone pointed out to him that he was far too short on words, he decided that he would correct his actions so that he could enjoy the game further, if he could ever locate his seats.
    “Thak you s’much mr. Awyn, I ha no idea I wuz breakin’ a rules, an I cood ‘ve missed out on this great fun time.  I din mean to ruin anyons day, jus tryin a have good time.  You tryin have good time too?”
    Mr Awyn moved along.  He meant no harm, he simply wanted everyone to enjoy their time at the championship, and everyone to have fair access. Mr. Awyn was a good man, or person, or however Awyn identified theirself.
    Alas he was unable to identify his seats before the game ended.
    When the security found him passed out cuddling one of the giant stuffed Niffle apes in the merchandise booth they kicked him out and gave him his now prominently known name:
    "Silverther, the Navigator of the Stadium"
  11. Like
    backupsidekick got a reaction from Palpster in Punishing skill...   
    I think the secondary market will help support this game, and the idea of local trading.  If you don't get the 3 houses you want, trade with someone that wants the houses you have.  I'm guessing online retailers will have partially opened decks where maybe you pay $15, but you get to choose the 3 houses for your deck.  True, this eliminates the true unknown factor of the game, but if you really want to own a deck you choose, there will be options besides just strictly blind buying.
    your second point of playing a crappy deck, maybe?  Or maybe they will design more middle of the road cards so there isn't huge swings in card balance?  I haven't seen all 350+ cards yet so I don't think its fair to assume there will be tons of crap cards.
    the third point, you're also assuming that there will be massively powerful cards, instead of middle of the road cards.  Since this game isn't about deck building, there is no need to push the collectibility of the game and encourage players to buy tons of cards to get the really good ones.  I'm guessing part of the balance issues in collectible games is self inflicted by the manufacturers knowing they want better cards that players have to chase and spend more money on.
    As far as having a deck banned... isn't that what you wanted from your third point?  I don't know if you're concerned about a deck being banned or not banned.  But lets go with you thinking both will happen and both are bad, I really think that if the manufacturer went to the length of banning an entire deck, it would have to be incredibly broken to the point that no errata could fix it.  I can't possibly fathom a situation where no one in game production had the comment "what if there is a player that really likes there deck and they learn how to play it well and win a bunch of tournaments?" and now their system is just going to auto ban anyone who wins.  Since these decks have a custom hero on the back of the deck, what if they create some hall of heroes where any deck that has won a significant number of tournaments enters in the hall, gets retired, and the player gets honor for their deck?  Would it be too ridiculous if the tournaments prizes were a new deck since your deck might face retirement?  And again, this is worst case scenario of FFG just banning decks that win instead of reviewing the deck contents to see if the card combo is creating some unfair balance in the game that they need to tweak. 
    Your last comment, if all I have to do is spend $10 for ALL OF THE PLAYERS OF THE GAME to know that MY DECK IS AMAZING AND RECEIVED BAN STATUS, yeah totally worth it.  I'm guessing, and this is a wild guess, that if FFG went to the length to ban the entire deck and say that it is illegal in its entirety you can never again play it, first maybe they'd send another deck or compensate in another way.
    The reality is that could you imagine the stock nightmare of stores receiving semi-blind boxes where the outside showed which of the 3 houses were included?  There are 35 different boxes if there is a set order for the houses (mars always displays to the left of all other houses...) and there would be 210 different boxes if the order in which they display is random (Mars can appear to the left or right or Dis, etc).  Store's displays would be getting messed up, if there was a more popular house then those would sell before the others and the store would sit on boxes of houses that were less favorable.  Stores would try to order specific houses that were low stock.  Players would get upset if their local store didn't get the houses they wanted.  The printing for the boxes themselves would all be unique and increase production costs.  Total blind boxes is absolutely in the favor of the store.  If you really want to play this game and you really want to get the houses you prefer, I'd recommend just picking up a deck on the secondary market.  It's hard to believe that this game would be the only competitive game with absolutely no secondary market.  But really, if you want specific cards from Magic or any other CCG, you have to either buy a ton of blind boxes or look online for someone selling individual cards, this would be no different.
  12. Like
    backupsidekick got a reaction from Starbane in Punishing skill...   
    I think the secondary market will help support this game, and the idea of local trading.  If you don't get the 3 houses you want, trade with someone that wants the houses you have.  I'm guessing online retailers will have partially opened decks where maybe you pay $15, but you get to choose the 3 houses for your deck.  True, this eliminates the true unknown factor of the game, but if you really want to own a deck you choose, there will be options besides just strictly blind buying.
    your second point of playing a crappy deck, maybe?  Or maybe they will design more middle of the road cards so there isn't huge swings in card balance?  I haven't seen all 350+ cards yet so I don't think its fair to assume there will be tons of crap cards.
    the third point, you're also assuming that there will be massively powerful cards, instead of middle of the road cards.  Since this game isn't about deck building, there is no need to push the collectibility of the game and encourage players to buy tons of cards to get the really good ones.  I'm guessing part of the balance issues in collectible games is self inflicted by the manufacturers knowing they want better cards that players have to chase and spend more money on.
    As far as having a deck banned... isn't that what you wanted from your third point?  I don't know if you're concerned about a deck being banned or not banned.  But lets go with you thinking both will happen and both are bad, I really think that if the manufacturer went to the length of banning an entire deck, it would have to be incredibly broken to the point that no errata could fix it.  I can't possibly fathom a situation where no one in game production had the comment "what if there is a player that really likes there deck and they learn how to play it well and win a bunch of tournaments?" and now their system is just going to auto ban anyone who wins.  Since these decks have a custom hero on the back of the deck, what if they create some hall of heroes where any deck that has won a significant number of tournaments enters in the hall, gets retired, and the player gets honor for their deck?  Would it be too ridiculous if the tournaments prizes were a new deck since your deck might face retirement?  And again, this is worst case scenario of FFG just banning decks that win instead of reviewing the deck contents to see if the card combo is creating some unfair balance in the game that they need to tweak. 
    Your last comment, if all I have to do is spend $10 for ALL OF THE PLAYERS OF THE GAME to know that MY DECK IS AMAZING AND RECEIVED BAN STATUS, yeah totally worth it.  I'm guessing, and this is a wild guess, that if FFG went to the length to ban the entire deck and say that it is illegal in its entirety you can never again play it, first maybe they'd send another deck or compensate in another way.
    The reality is that could you imagine the stock nightmare of stores receiving semi-blind boxes where the outside showed which of the 3 houses were included?  There are 35 different boxes if there is a set order for the houses (mars always displays to the left of all other houses...) and there would be 210 different boxes if the order in which they display is random (Mars can appear to the left or right or Dis, etc).  Store's displays would be getting messed up, if there was a more popular house then those would sell before the others and the store would sit on boxes of houses that were less favorable.  Stores would try to order specific houses that were low stock.  Players would get upset if their local store didn't get the houses they wanted.  The printing for the boxes themselves would all be unique and increase production costs.  Total blind boxes is absolutely in the favor of the store.  If you really want to play this game and you really want to get the houses you prefer, I'd recommend just picking up a deck on the secondary market.  It's hard to believe that this game would be the only competitive game with absolutely no secondary market.  But really, if you want specific cards from Magic or any other CCG, you have to either buy a ton of blind boxes or look online for someone selling individual cards, this would be no different.
  13. Like
    backupsidekick got a reaction from kaffis in Punishing skill...   
    I think the secondary market will help support this game, and the idea of local trading.  If you don't get the 3 houses you want, trade with someone that wants the houses you have.  I'm guessing online retailers will have partially opened decks where maybe you pay $15, but you get to choose the 3 houses for your deck.  True, this eliminates the true unknown factor of the game, but if you really want to own a deck you choose, there will be options besides just strictly blind buying.
    your second point of playing a crappy deck, maybe?  Or maybe they will design more middle of the road cards so there isn't huge swings in card balance?  I haven't seen all 350+ cards yet so I don't think its fair to assume there will be tons of crap cards.
    the third point, you're also assuming that there will be massively powerful cards, instead of middle of the road cards.  Since this game isn't about deck building, there is no need to push the collectibility of the game and encourage players to buy tons of cards to get the really good ones.  I'm guessing part of the balance issues in collectible games is self inflicted by the manufacturers knowing they want better cards that players have to chase and spend more money on.
    As far as having a deck banned... isn't that what you wanted from your third point?  I don't know if you're concerned about a deck being banned or not banned.  But lets go with you thinking both will happen and both are bad, I really think that if the manufacturer went to the length of banning an entire deck, it would have to be incredibly broken to the point that no errata could fix it.  I can't possibly fathom a situation where no one in game production had the comment "what if there is a player that really likes there deck and they learn how to play it well and win a bunch of tournaments?" and now their system is just going to auto ban anyone who wins.  Since these decks have a custom hero on the back of the deck, what if they create some hall of heroes where any deck that has won a significant number of tournaments enters in the hall, gets retired, and the player gets honor for their deck?  Would it be too ridiculous if the tournaments prizes were a new deck since your deck might face retirement?  And again, this is worst case scenario of FFG just banning decks that win instead of reviewing the deck contents to see if the card combo is creating some unfair balance in the game that they need to tweak. 
    Your last comment, if all I have to do is spend $10 for ALL OF THE PLAYERS OF THE GAME to know that MY DECK IS AMAZING AND RECEIVED BAN STATUS, yeah totally worth it.  I'm guessing, and this is a wild guess, that if FFG went to the length to ban the entire deck and say that it is illegal in its entirety you can never again play it, first maybe they'd send another deck or compensate in another way.
    The reality is that could you imagine the stock nightmare of stores receiving semi-blind boxes where the outside showed which of the 3 houses were included?  There are 35 different boxes if there is a set order for the houses (mars always displays to the left of all other houses...) and there would be 210 different boxes if the order in which they display is random (Mars can appear to the left or right or Dis, etc).  Store's displays would be getting messed up, if there was a more popular house then those would sell before the others and the store would sit on boxes of houses that were less favorable.  Stores would try to order specific houses that were low stock.  Players would get upset if their local store didn't get the houses they wanted.  The printing for the boxes themselves would all be unique and increase production costs.  Total blind boxes is absolutely in the favor of the store.  If you really want to play this game and you really want to get the houses you prefer, I'd recommend just picking up a deck on the secondary market.  It's hard to believe that this game would be the only competitive game with absolutely no secondary market.  But really, if you want specific cards from Magic or any other CCG, you have to either buy a ton of blind boxes or look online for someone selling individual cards, this would be no different.
  14. Confused
    backupsidekick got a reaction from Rexler Brath in Punishing skill...   
    I think the secondary market will help support this game, and the idea of local trading.  If you don't get the 3 houses you want, trade with someone that wants the houses you have.  I'm guessing online retailers will have partially opened decks where maybe you pay $15, but you get to choose the 3 houses for your deck.  True, this eliminates the true unknown factor of the game, but if you really want to own a deck you choose, there will be options besides just strictly blind buying.
    your second point of playing a crappy deck, maybe?  Or maybe they will design more middle of the road cards so there isn't huge swings in card balance?  I haven't seen all 350+ cards yet so I don't think its fair to assume there will be tons of crap cards.
    the third point, you're also assuming that there will be massively powerful cards, instead of middle of the road cards.  Since this game isn't about deck building, there is no need to push the collectibility of the game and encourage players to buy tons of cards to get the really good ones.  I'm guessing part of the balance issues in collectible games is self inflicted by the manufacturers knowing they want better cards that players have to chase and spend more money on.
    As far as having a deck banned... isn't that what you wanted from your third point?  I don't know if you're concerned about a deck being banned or not banned.  But lets go with you thinking both will happen and both are bad, I really think that if the manufacturer went to the length of banning an entire deck, it would have to be incredibly broken to the point that no errata could fix it.  I can't possibly fathom a situation where no one in game production had the comment "what if there is a player that really likes there deck and they learn how to play it well and win a bunch of tournaments?" and now their system is just going to auto ban anyone who wins.  Since these decks have a custom hero on the back of the deck, what if they create some hall of heroes where any deck that has won a significant number of tournaments enters in the hall, gets retired, and the player gets honor for their deck?  Would it be too ridiculous if the tournaments prizes were a new deck since your deck might face retirement?  And again, this is worst case scenario of FFG just banning decks that win instead of reviewing the deck contents to see if the card combo is creating some unfair balance in the game that they need to tweak. 
    Your last comment, if all I have to do is spend $10 for ALL OF THE PLAYERS OF THE GAME to know that MY DECK IS AMAZING AND RECEIVED BAN STATUS, yeah totally worth it.  I'm guessing, and this is a wild guess, that if FFG went to the length to ban the entire deck and say that it is illegal in its entirety you can never again play it, first maybe they'd send another deck or compensate in another way.
    The reality is that could you imagine the stock nightmare of stores receiving semi-blind boxes where the outside showed which of the 3 houses were included?  There are 35 different boxes if there is a set order for the houses (mars always displays to the left of all other houses...) and there would be 210 different boxes if the order in which they display is random (Mars can appear to the left or right or Dis, etc).  Store's displays would be getting messed up, if there was a more popular house then those would sell before the others and the store would sit on boxes of houses that were less favorable.  Stores would try to order specific houses that were low stock.  Players would get upset if their local store didn't get the houses they wanted.  The printing for the boxes themselves would all be unique and increase production costs.  Total blind boxes is absolutely in the favor of the store.  If you really want to play this game and you really want to get the houses you prefer, I'd recommend just picking up a deck on the secondary market.  It's hard to believe that this game would be the only competitive game with absolutely no secondary market.  But really, if you want specific cards from Magic or any other CCG, you have to either buy a ton of blind boxes or look online for someone selling individual cards, this would be no different.
  15. Like
    backupsidekick got a reaction from allenkwest in New 3rd edition owner   
    I haven't played second edition since I picked up 3rd edition.  I really feel like "leveling up" your hero feels more like actual changes, rather than just a +1 to one of the 3 base stats.  The variance of the cards is much better than the system that 2nd edition used with leveling monsters.  2nd edition was either super punishing in the early game, or you house rule it so you don't lose EVERYTHING when you die, and then you have players who press their luck and go up difficulty early for more xp at a low risk.  In 2nd edition there were full turns devoted to nothing but healing, or shopping, and that felt defeating, 3rd edition makes every turn feel worthwhile.  I don't love the idea of certain encounter cards that force you to travel the length of the board to complete, but the opportunity to perform 3 actions in a turn means that at base you are moving 9 spaces, not 5 like 2nd edition, so movement is better, and one bad roll doesn't force you to miss a turn like 2nd edition.
    Overall I like the battle system for 3rd edition better since it actually engages other players.  a 2 player game is really fun since you trade off who commands the monsters and there is very little downtime.  It feels both rushed and longer than second edition as turns take much longer to complete, and leveling up is as dramatic of a change as 2nd edition, plus you really need to choose to focus on xp or gold, rarely do you get both.  You'll either be getting better through items or skills, not likely both.  The issue is that the timer on the board rushes the game and you feel like you are facing the end game before you are ready for it (at least my experience).  Since you are limited on the number of skills your character can have, you have to pick and choose what you will focus on.
    I feel like there is more in 3rd edition that makes each game feel unique.  I do feel I am building a specific character, not a bland character like 2nd edition.
    I wrote a big article about not liking unbreakable bonds (possibly you're referring to my post) BUT, I still really like the game., and own both versions and haven't gone back to 2nd yet.  Unbreakable bonds adds more stuff to the game, more variance to the monsters, different end games, new characters, so even if they left the co-op part out it would still be worth picking up.  It feels more like Pandemic in cooperative nature, you move your own piece, do your own things, play your own cards, and have occasional cooperative elements.  The fighting system could have benefited from feeling more like common video game cooperative elements, but that specific part remained largely unchanged, which is my favorite part of the game.
    Hope this helps, I don't regret buying it at all.  I play it once every couple of months, but it will get play for a long time in my opinion.  Once my 6 year old is old enough to understand the concepts I'm looking forward to playing with him.  The coop will give him a chance to make his own mistakes and learn his own strategy, while letting dad help him out.  Very worth it.
  16. Confused
    backupsidekick got a reaction from kaffis in Waiqar opinion   
    San Antonio I don't think so much reflects the strength of Waiqar.  The winning Waiqar player got a bye round 1, then only won 2 games, whereas the second place player, Latari, Played and won 3 games.  The difference was round three where it was Waiqar vs Waiqar and there was a total domination leading to a 10-1 point spread.  Does this show the power of Waiqar or the weakness, or both?  The Latari second place player never played the person who took first, and the Waiqar player never played a Latari or Uthuk player.  Winning 2 games, one against the same faction, doesn't show strength (IMO)
    As far as the Carolina regionals, I don't see the report so I don't know how to respond.
    As far as Bhellioms report, I could take it or leave it honestly, not saying anything about his opinion or his friend's capability, maybe we should consider if Bhelliom himself believes he won based on his team and skill.  Maybe Daqan isn't really the strongest, just the players that showed up aren't truly a good representation of the national quality of players?  Saying that someone who didn't show up and didn't play against the other players would have won... says more about the people who did show up than the people who didn't.  Now, please don't take that as a knock to either Bhelliom or his friend, I think this community is excellent and I really appreciate the players, but with as many reports as there are out there, the opinions on the Waiqar heroes from all of the current reviewers, with how world's went last year and how nationals did actually represent this year, with how Uthuk players are dominating, even new ones, with how the Carolina players specifically rearranged their teams solely to deal with Uthuk teams... That shows the opinion of current players that Uthuk is powerful.  Surprised honestly that Waiqar was chosen to deal with Uthuk though, but not super surprising since I can see the relationship between themes of the teams, it would make sense that players would have those 2 teams.
    Deathknights are a one trick pony for a high cost.  Ignoring a mortal strike is good, if the unit is dealing a mortal strike.  Ravos doesn't, and field units don't roll white dice.  They are also expensive currently.  The are susceptible to ranged attacks, can't field Maro without serious repercussions, and have no surge ability for Ardus to exploit.  Obcasium's Gauntlet can only be placed on a single unit. 
    The Lancers are good, but that's one unit that costs 80 points by itself, and it's only going to get a chance to hit 1 unit in melee range only, at initiative 5.  I'll give you the point for this one specific unit, but it's not without flaws.
    Deathcaller relies on blight, relies on line of sight, and relies on the unit being able to suffer wounds, and it's 1-2 wounds.  Maro can get destroyed due to his late ranged attack and low low defense, plus he's super expensive again at that point.
    Point is, all of these things would be available much cheaper and with less down sides for other factions.
  17. Like
    backupsidekick reacted to Bhelliom in Waiqar opinion   
    Here's part of the beauty of the dial system! If you know they know you can intercept at initiative 3 so they dial an attack in at (say) 4, dial in a charge at 5. But of course they know you know they know abut the initiative 3 move, so maybe they charge at 4 instead of attacking! But you know they know you know they know so maybe you intercept after all, or just Reform and increase defense.
    It's all of these options that make the Lancer strong, and make Waiqar difficult to engage on good terms.
  18. Like
    backupsidekick reacted to rebellightworks in Waiqar opinion   
    I love healthy debate! Opinions are exactly that, opinion.
    Interesting examples, especially since all of them have very little synergy with the thing they're paired with. Adding extra damage to a target with another attack isn't making the other unit good, it's just adding another attack. Reanimate archers dumping blight onto a target to allow the Carrion Lancer to use it's surge ability is synergy. Daqan has very few interactions like this, pretty much the only one springing to mind is Hawthorne dumping Inspiration Tokens. Obligatory reference for Rallying Musician for the factions that have access to it, but that's the other 3 besides Waiqar. Spined Threshers can hand out panic tokens, Latari don't really have anything that I can think of. They can hand out tokens to the opponent, but they don't really need them to activate any other abilities, etc. Waiqar has significantly more of this than the other factions.
    You would spend the Blight on his Melee Attack before he could Rally it off with the Rally Action.
    True, but turning Surges (which are not normally dealing damage) to Mortal Strikes IS valuable.
    This is why I love MCW+CI on the any Carrion Lancer unit bigger than a solo. It allows me to either use Surges as Mortal Strikes (if a blight is present) or as a Hit. It's turning Surges into damage! I feel (IMHO) this is worth the extra points over Rank Discipline on a smaller unit.
    Yep, this has totally happened to me, quite a few times. I practiced my Worlds list (Deathcall Disco) on Careful Approach about 30 times before getting to the event, and it massively paid off. I had an unfold approach that allowed me to respond to enemy threats but keep my synergy alive when I needed it. PRACTICE PRACTICE PRACTICE. Waiqar needs it. Uthuk and Daqan require alot less finesse to use.
     
    I LOVE this thread. Lots of good debate, lots of good tactics, etc. all while staying pretty civil for us not all being in the same room. People's approach to the game and playstyle will fundamentally change how they view choices, etc. Personally, I feel that taking Deepwood Archers with Kari and making them a 4x1 with Hawthorne is a complete total waste of points and abilities. You may feel differently. I also think Reanimate Archers are the worst unit in the game. I don't take them. When I did take them, they never worked for me, so I found something else in the faction that DID work for me. Knowledge on the internet will NEVER replace your own play knowledge. Think something is good? Awesome! Go play it 10 times and see how it does. That will give you so much better knowledge and opinions than listening to me rail on the forums or discord about what works FOR ME.
  19. Like
    backupsidekick reacted to Bhelliom in Waiqar opinion   
    Just as @Brikhause says, I know first-hand the power of Waiqar. I think it's fair to say my undead opponent is a bit better than me at games in general, so his slight edge isn't to say that Waiqar couldn't use some help, but they absolutely have strong options. Things that consistently give me trouble.
    Carrion Lancers. I've never faced the deathstar, but single naked worms and 2x1's with Rank Discipline are fantastic utility units. Their dial is so so strong, and they take real dedication to get through.  Death Knights with Obcasium's. This is almost always a suicide unit, and it almost always trades up. The initiative 9 move makes them tyrants, and the white reform keeps them pointed at juicy targets. 3x2 Reanimates with Blighted Vexillum Bearer. It's a humble unit, and Reanimates probably cost 5-8% too much for their stats, but for 38 points you get a block of infantry that is tough to wipe off the board quickly, and which cannot be ignored. Things that clearly underperform:
    The heroes. Ardus' Host of Crows is an excellent ability, but it's been our experience that you're universally better off spending the points he costs on the larger units anyway. Mostly the trouble is his dial, which is very bad, so he just can't do much. I've never seen him on the table with the Mastercrafted Weapons or Duskblade combo, but I remain extremely skeptical. Anything requiring so much conditional positioning needs to be very strong to be worthwhile, and I do not believe this is that. Ankaur is cool, but seems clearly overcosted by 5 or so points. I do like the upgrade though, that one forces me to go on the offensive, when I'm otherwise favoured by playing conservatively. As discussed, Reanimates probably cost too many points. Regenerate is nice, but comparing them to Berserkers is a bit sad. That said, the last tray or two of a unit has numerous times caused one of my healthy units to attack itself or flee, so it's important to remember that morale is valuable. Wraiths look quite interesting, and very difficult to understand at a glance. This thread does a much better job than I could of exploring them, and I am super looking forward to learning the hard way what they can do. As for Vorun'Thul, he deserves his own paragraph.
    Vorun'Thul has a significant engagement threat advantage over most units in the game. I'm not sure if you've seen the diagram I threw together, but here it is:

    A guaranteed flank on anything at range 3 at initiative 3 is so huge. The first attack is weaker, sure, but WR at threat 2 still isn't bad, decent chance of killing a tray, and if you do, then your opponent's counterattack will be at reduced threat and with no rerolls. There are plenty of popular 3x2's out there, and Vorun can happily take threat 1 attacks without rerolls all day every day while he beats on them in Cursed form. And if he doesn't want to? Disappear in a cloud of bats, behind the enemy's frontline, facing literally any direction. That setup can be used to threated multiple units, which will either freeze them in their tracks to deal with him or force them to ignore him and go after your less vampiric units, in which case he is free to do as he pleases. He's not as "point at enemy" as Ravos, but he gets so much freedom to choose his engagements, so they will almost always be tilted in his favour.
    Finally, regarding blight being easy to remove:
    If your opponent is spending turns rallying, punish them for it. Take control of the board, set up favourable engagements, unpack yourself from Careful Approach, etc. Rallying early game costs a lot of tempo, so make sure you're making them pay. Use it before they can clear it. Blighted Vexillum Bearer is great because it guarantees a dropped die when you take a charge, and it's no coincidence that Reanimate Archers shoot at the same initiative that Carrion Lancers attack.  I know it's frustrating to see blight vanish, but you have to pay to get rid of it. As a Daqan player, I've largely moved away from Rallying first turn, because it's simply too much territory to cede.
    In closing, I think it's fair to say that Waiqar deserves some well-placed buffs, ESPECIALLY where Ardus and Ankaur are concerned, and for better or worse they are the synergy faction, so losing a unit often hurts more than it otherwise would, but they still have the tools to put out some serious hurt. What do your lists usually look like?
  20. Like
    backupsidekick got a reaction from Maktorius in New Waiqar Hero: Lord Vorun'thul   
    I'm liking the idea of engaging with a unit for a free attack, and then using the skill on initiative 3 to move THROUGH a single tray unit.  No single tray blockers against this guy!
    I think the issue I have is his dice and dial.  He hits at initiative 5 when he's in his heavy hitter form.  That means he will be hit by whoever he's engaged with, and possibly a ranged strike before he gets to hit.  He could possibly get engaged by another unit as well before he gets his attack.
    I feel this is the same issue as the upcoming Wraiths, a bird in the hand is better than 2 in the bush: sure you can hit hard, you just have to hope you survive everything else that attacks before you.  I just don't understand why Waiqar can't get a unit that simply deals damage without a HUGE sacrifice.  With this new hero you have to choose if you want Brutal OR Precise, you can't get both, NO ranged attack or ranged ability when engaged, if you want Brutal, you can only attack at initiative 5, and would you look at that: 40 points.  That means he has the same effectiveness as Ravos... Who has Brutal, Precise, 3 dice, auto wound each round, additional free wound for a surge, Steadfast Fear 2, no limit on the dial ever, can (possibly) move 6 in one turn at initiative 4, can dial in a hit, can increase his defense (didn't originally notice that Vorun'thul can't increase his defense).
    Now, am I complaining about this game and this hero, no.  I think this hero is completely balanced with 3 of the factions.  The problem is I hate having to look at every new unit that comes out and ask the same question over and over again: can this compete with the Uthuk?  Is this balanced up against the Uthuk?  Does it offer the same value as the Uthuk?  Can THIS possibly stop Ravos?  I think Volun'thal fits perfectly with the rest of the game, except the Uthuk.
    Just my two cents.
  21. Like
    backupsidekick got a reaction from Hepitude in Happy Friday - Desgn space for a future faction   
    Dragonkin would focus on AOE effects (fire) and burn effect that spreads to units within range 1 dealing damage over time, possibly they can burn terrain and transform it/replace with burned terrain?  Due to the lore in Runebound 2nd ed, the dragons carved the runes, maybe they have extra influence over outcome of runes/add more runes to the pool.
    Dwarves would focus on high defense, ability to negate wounds and damage.  Can negate stun tokens. If unengaged they can charge off an immobilize token.
    Catmen focus on stealth, move through objects/other units (maybe they can reform BEFORE ending movement therefore being able to attack through friendly forces).  Take advantage of terrain more than other units, maybe while in terrain they gain additional buffs, or they can lay out additional terrain that only their units can engage with, such as single trays for a scout type unit. Introduction of poison effect.
    Orcs are strong, they can push enemy units back, they can throw smaller units to move them faster.  Maybe have the ability for infantry units to join together, two smaller infantry form together putting he trays together.  Resistant to blight.  Throw lots of dice at a sacrifice to brutal and precise, so additional trays in an infantry unit doesn't add brutal it adds another die.
    With as many monsters in Runebound and Descent I would love to have a wilds army, or summoners.  The merriods, elementals, manticores, spiders, wendigos, Volucrix Reavers.
  22. Like
    backupsidekick got a reaction from Parakitor in Happy Friday - Desgn space for a future faction   
    Dragonkin would focus on AOE effects (fire) and burn effect that spreads to units within range 1 dealing damage over time, possibly they can burn terrain and transform it/replace with burned terrain?  Due to the lore in Runebound 2nd ed, the dragons carved the runes, maybe they have extra influence over outcome of runes/add more runes to the pool.
    Dwarves would focus on high defense, ability to negate wounds and damage.  Can negate stun tokens. If unengaged they can charge off an immobilize token.
    Catmen focus on stealth, move through objects/other units (maybe they can reform BEFORE ending movement therefore being able to attack through friendly forces).  Take advantage of terrain more than other units, maybe while in terrain they gain additional buffs, or they can lay out additional terrain that only their units can engage with, such as single trays for a scout type unit. Introduction of poison effect.
    Orcs are strong, they can push enemy units back, they can throw smaller units to move them faster.  Maybe have the ability for infantry units to join together, two smaller infantry form together putting he trays together.  Resistant to blight.  Throw lots of dice at a sacrifice to brutal and precise, so additional trays in an infantry unit doesn't add brutal it adds another die.
    With as many monsters in Runebound and Descent I would love to have a wilds army, or summoners.  The merriods, elementals, manticores, spiders, wendigos, Volucrix Reavers.
  23. Like
    backupsidekick got a reaction from QuickWhit in Happy Monday or “What prizes would you want most?”   
    First player token/coin.  Great to keep track of who was first player for the game, and it can be double sided as a coin you can flip to determine first player if the team score is tied.
  24. Haha
    backupsidekick got a reaction from Budgernaut in Happy Friday - What rules changes would you make?   
    This is a no brainer for me.  If I could change one rule it would be that you square up BEFORE ending your movement.  This would allow you to charge through your own units and engage an opponent.  I hate the fact that currently a single unit, heck, even a hero tray, can block an entire army from attacking a unit because of angles.  I could just see a battlefield "sorry general, once you are done attacking this army of some 30 odd spearmen, then we'll begin to attack, but currently there just isn't any room"
    If I had a second choice, Ravos has an ability to deal an instant wound to a unit within range 1, friendly or not, but for some reason when Ankaur reanimates... he can only deal the wound to himself or his unit.  That should be changed to "deal (stable rune) wounds to a friendly unit within range 1-3 to add (stable rune) trays.  You may not deal wounds to the unit you are adding trays to.
    Lastly, I'd bump the cost of Carion Lancers to 17-18 to give them either Brutal or Precise.  Once engaged, unless someone close by is supporting them by throwing blight, they're useless unless they are grouped up.
  25. Like
    backupsidekick got a reaction from QuickWhit in Happy Friday - What rules changes would you make?   
    I think the closing in rules are pretty frustrating honestly.  Whoever has initiative when a tray might die has a HUGE advantage of attacking their way out of engagement.  As a player you have to guess if they will kill your unit and stay engaged or if they will choose to cancel your attack.  If you choose a charge as your action, and either they a. don't kill off enough trays to disengage, or b. decide to stay engaged, then you lose your action, if you choose to melee attack and they do break engagement then you lose your attack.  It's just too gamey of a mechanism.
    I don't agree with your assessment that they should close in forcing themselves into a flank, but I don't think they should be allowed to disengage by means of killing a single tray.  I think that both players should have the option of closing in, so the attacked can choose where to close in, but they can't choose to become disengaged without the defender getting to respond. 
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