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      Upcoming Changes to the Fantasy Flight Games Forums   01/20/2017

      Hello Fantasy Flight Games forum community!   This week, we will be making some important changes to your Fantasy Flight Games community account and the way that you log into the Fantasy Flight Games community forums and web store.   We have been working hard to integrate with the rest of the Asmodee group, and we are happy to announce a unified way to access all the websites and apps made by Fantasy Flight Games, Days of Wonder, and Asmodee!   For most users, nothing will change: you will still log into the Fantasy Flight Games forums using your current login name and password. Only the login user interface will be new.   For a few users, your credentials might be slightly changed. For example, this could happen to users who have both a Fantasy Flight Games and Days of Wonder account, or in the case of conflicting login names across platforms. When these situations occur, special e-mails will be sent to those users with an easy explanation about those changes and what steps to take next. For any of you receiving those e-mails, please make sure to follow the instructions carefully.   Remember, official communications from Fantasy Flight Games or Asmodee.Net will never ask for your password.   What are the benefits for you as a player? Using a unified account to access all of our web services and apps makes your life simpler. Over time, you will see new features emerging, such as keeping all of your friends under a single account, finding friends easily in apps with online play, or developing your personal profile by adding to your board games collection. These are just some of the features that you will see during the next year, once this important technical step is complete.   Important note: The migration of the forums to our new system will take place on Tuesday, January 24th. The forums will be offline for about two hours during that time. Once the migration is complete, older forum posts may look strange for up to 24 hours as we rebuild them in our new system.   We can’t wait to connect our board game communities and build bridges between universes, game systems, players, events, groups, game clubs, and more! This is only the first step in bringing people and games closer together. For more information, read our FAQ at https://asmodee.helpshift.com/a/asmodee-net/.   Best regards,   The Fantasy Flight Games Team
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Saturnine

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7 posts in this topic

 I have to say, I rather like it.

The first routine is kind of a win/win situation in the credit war. Either they break it (costs credits), They beat the trace (costs credits) or they don't beat it (you gain credits). Either way, it's a net gain for you.

The second routine is only trace 2 which makes me a bit sad but an "end run" effect on a 3 for 3 sentry is still good, even if it IS conditional.

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Toloran said:

The second routine is only trace 2 which makes me a bit sad but an "end run" effect on a 3 for 3 sentry is still good, even if it IS conditional.

Not to mention, you could use the 3 credits you just earned from the first routine (if they don't break it, that is), to power up the trace of the second.

Seems to me a very good ICE for early phases of the game, where it's definitely hard for the runner to guess which Icebreaker start using, and where a Corp could gain a real advantage with those extra credits.

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Seems solid early game. Later probably not as much once they got their sentry breaker online. Also, great artwork!

I love that the trace mechanic is getting some love, though. The core set doesn't provide much in terms of interesting trace effects (tag, tag, tag), but with more cards like this, tracing becomes a lot more interesting.

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I agree it's very interesting, although it's not what I'd hoped Weyland would be getting (they could use a decent upgrade and another transaction operation). It seems that Weyland is going to be fairly committed to gaining credits through it's ICE, which is a very interesting application, and unique to that faction. They also seem to be focused mostly on sentries at this point, with no code gates and only two barriers (one at either end of the expense spectrum). All in all, it's a very flavorful addition.

Right now, this card is likely to replace Rototurret in my deck. Although Rototurret is a solid card, it's expensive, and does not shine quite as brightly in Weyland as in other decks (thanks to Archer). I'm probably better off accelerating out a Hadrians Wall, or the like. Of course, my deck may need a complete overhaul, depending on what else is released at the same time.

Unfortunately, it's currently too easy to make tracing irrelevant - Shapers can easily hit a link strength of six without trying too hard. Unless the corp gets some kind of asset or upgrade (or agenda) which increases trace strength, trace heavy decks are never likely to dominate the metagame.

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Silent Requiem said:

Unfortunately, it's currently too easy to make tracing irrelevant - Shapers can easily hit a link strength of six without trying too hard. Unless the corp gets some kind of asset or upgrade (or agenda) which increases trace strength, trace heavy decks are never likely to dominate the metagame.

So true, and that's also why I love Shapers.

In a recent game I had a link strenght of 5 and it was already enough to force the Corp into spending credits for every Trace attempt… which may lead to bypassing some ICEs altogether if they are flat out broke.

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Silent Requiem said:

Unfortunately, it's currently too easy to make tracing irrelevant - Shapers can easily hit a link strength of six without trying too hard. Unless the corp gets some kind of asset or upgrade (or agenda) which increases trace strength, trace heavy decks are never likely to dominate the metagame.

My GF pulled a link of 8 on me the other day. It was rather rude considering I had a hand full of trace related cards :(

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