Post by Zxqueb on May 24, 2005 8:14:53 GMT -5
Here are the last couple of posts from the old forums for those of you following along at home....
Perfect day is great against the best players. But only if you are also one of the best players. If you are below another player's skill level, you have to go for a PC that will screw their army type. Otherwise, they have the upper hand on you.
Anyway... I'm vaguely annoyed. The army build that I was planning to take to nationals is very similar to that of Canada's runner up. At least it did well.
Now that firepower stats are coming up, I may change my army anyway. But I have to say, there isn't too much I am getting overly enthusiastic about. From what I've read, the thunder launchers seem really absurdly powerful. And I alternate between thinking that the House Kurita design paradigm is too powerful and really stupid. Tweaked out with a couple of mechs, they could be very good.
The big bad uniques are just still too many points for my liking. In a 450 game, 300+ points just doesn't leave enough to support well.
The planetary conditions seem interesting. From Realms:
-------------------------------
Mine Field
At the end of his or her clean-up stage, the active player rolls one six sided die. On the result of a 6, each player chooses a single friendly unit occupying clear terrain and deals one pushing damage to it. If a player has no units in occupying clear terrain, he or she must choose a single friendly units and deal 1 pushing damage to it.
Mine fields is cancelled by the Mountain Range planetary condition.
Urban
All non-blocking terrain features become blocking terrain features instead. Units at cruising level do not ignore terrain features for movement purposes and may not have their bases overlap any blocking terrain feature at the end of a move order or when making a ranged combat attack. Lines of fire drawn to or from a unit at cruising level do not ignore blocking terrain.
Urban cancels the Beach and Mountain Range planetary conditions, and it is cancelled by the Jungle planetary condition.
Caustic Atmosphere
Each command turn, roll a D6, on a result of 6, all non-BA infantry and units with salvage SE take 1 click of pushing damage. VTOLs must be at NOE when an order resolves.
Beach.
All non-shallow water terrain turns to water. Whenever a Mech speed mode unit is given a move/assault order, roll a D6. On a roll of a 6, the unit may not move - the assault order can still take place if you are in shooting range. In addition (no roll required) Mechs do not take the extra click of heat for an assault order.
The Arctic weather card (forgotten its name)
Deals a click of pushing to non-BA infantry on a roll of 6 - if its a 6, vehicles are unable to move that turn (can't remember if that's all vehicles or vehicles at NOE).
----------------------------
So urban basically makes the battlefield akin to the may storyline. Which could make LI garrot drops and ECM very powerful. But again, it's a PC, so that is only the case for one round. Not enough to design an army around.
The cards that have effects on a 6 are interesting, but too prone to luck (your going to have this hit tops 3-4 times / game?). Plus, they can hurt as much as hinder unless you build your army with them in mind. And really, you can't take all of them into consideration. What are you left with? All Battle Armor armies? Frankly the best of them are urban and beach IMHO.
Ok -- I'm done for now.
Z
Anyway... I'm vaguely annoyed. The army build that I was planning to take to nationals is very similar to that of Canada's runner up. At least it did well.
Now that firepower stats are coming up, I may change my army anyway. But I have to say, there isn't too much I am getting overly enthusiastic about. From what I've read, the thunder launchers seem really absurdly powerful. And I alternate between thinking that the House Kurita design paradigm is too powerful and really stupid. Tweaked out with a couple of mechs, they could be very good.
The big bad uniques are just still too many points for my liking. In a 450 game, 300+ points just doesn't leave enough to support well.
The planetary conditions seem interesting. From Realms:
-------------------------------
Mine Field
At the end of his or her clean-up stage, the active player rolls one six sided die. On the result of a 6, each player chooses a single friendly unit occupying clear terrain and deals one pushing damage to it. If a player has no units in occupying clear terrain, he or she must choose a single friendly units and deal 1 pushing damage to it.
Mine fields is cancelled by the Mountain Range planetary condition.
Urban
All non-blocking terrain features become blocking terrain features instead. Units at cruising level do not ignore terrain features for movement purposes and may not have their bases overlap any blocking terrain feature at the end of a move order or when making a ranged combat attack. Lines of fire drawn to or from a unit at cruising level do not ignore blocking terrain.
Urban cancels the Beach and Mountain Range planetary conditions, and it is cancelled by the Jungle planetary condition.
Caustic Atmosphere
Each command turn, roll a D6, on a result of 6, all non-BA infantry and units with salvage SE take 1 click of pushing damage. VTOLs must be at NOE when an order resolves.
Beach.
All non-shallow water terrain turns to water. Whenever a Mech speed mode unit is given a move/assault order, roll a D6. On a roll of a 6, the unit may not move - the assault order can still take place if you are in shooting range. In addition (no roll required) Mechs do not take the extra click of heat for an assault order.
The Arctic weather card (forgotten its name)
Deals a click of pushing to non-BA infantry on a roll of 6 - if its a 6, vehicles are unable to move that turn (can't remember if that's all vehicles or vehicles at NOE).
----------------------------
So urban basically makes the battlefield akin to the may storyline. Which could make LI garrot drops and ECM very powerful. But again, it's a PC, so that is only the case for one round. Not enough to design an army around.
The cards that have effects on a 6 are interesting, but too prone to luck (your going to have this hit tops 3-4 times / game?). Plus, they can hurt as much as hinder unless you build your army with them in mind. And really, you can't take all of them into consideration. What are you left with? All Battle Armor armies? Frankly the best of them are urban and beach IMHO.
Ok -- I'm done for now.
Z
I hate terrain with the only works on 6 or 5 and 6. It makes the game very very chancey. I fear the players who aren't the best players the most.. They don't know that they shouldn't charge needed 16's and then they hit
5 SSW Koshis? BLECHO! that just reminds me why I didn't buy very much Falcon's Prey!
The urban scenarios had all kinds of issues during the Campaign games..
I have only played one Kurita mech. I also agree that it is an interesting paradigm.. I think it might be too powerful. We shall see.
Black rose looks a little scary to me.. I guess my son won't be playing shone roshak anymore (he hasn't in a while but.. Black rose looks impressive)
Yes I knew Firepower was going to change the way that we play the game. Sealed just got very scary.. You pull some those light mechs and your opponent pulls uniques.. Blecho
It will be interesting to see how the sealed games play out.
It really hurt to see Marc (Masakari) Knocked out by a single dice roll
I am itching to get my hands on some firepower though.
Talk to you soon!
baw
5 SSW Koshis? BLECHO! that just reminds me why I didn't buy very much Falcon's Prey!
The urban scenarios had all kinds of issues during the Campaign games..
I have only played one Kurita mech. I also agree that it is an interesting paradigm.. I think it might be too powerful. We shall see.
Black rose looks a little scary to me.. I guess my son won't be playing shone roshak anymore (he hasn't in a while but.. Black rose looks impressive)
Yes I knew Firepower was going to change the way that we play the game. Sealed just got very scary.. You pull some those light mechs and your opponent pulls uniques.. Blecho
It will be interesting to see how the sealed games play out.
It really hurt to see Marc (Masakari) Knocked out by a single dice roll
I am itching to get my hands on some firepower though.
Talk to you soon!
baw
Yep. 5 SS Koshis. I was not pleased by the time I got the last one. I think I now have one left though. I just kept giving them away and pulling more!
I am starting to get a little bit excited about firepower. It's always cool when you get to open boosters and get excited about seeing all the new pieces. 2 days!
Ok.
Tired.
Z
I am starting to get a little bit excited about firepower. It's always cool when you get to open boosters and get excited about seeing all the new pieces. 2 days!
Ok.
Tired.
Z
Also from Realms…<br>Jungle
All non-hindering terrain features becomes hindering terrain features instead. Units at NOE level that are the target of a ranged combat attack originating from Cruising level get +2 to their defense value against those attacks. Changing between NOE and Cruising level requires 4" movement instead of 2"
Jungle Cancels the Beach, Ice Field, Mountain Range, and Urban planetary conditions, and it is canceled by the Desert Wasteland and Storm planetary conditions
__________________________________________________ _______________
Earthquakes
At the beginning of his or her command stage, the active players rolls one six-sided die. On a result of 6, each player chooses a single friendly unit with zero or one order token and gives it an order token. If the unit is a 'mech that would receive a second order token, that unit gains one heat instead.
______________________________________
So. I like jungle. That's one I would actually play. Plus it cancels some annoying ones, like beach, urban and mountain range.
Earthquakes falls squarely in the WHY category. The more I think about it the less I like the idea of playing a PC which hurts both players. Stupid card.
Z
All non-hindering terrain features becomes hindering terrain features instead. Units at NOE level that are the target of a ranged combat attack originating from Cruising level get +2 to their defense value against those attacks. Changing between NOE and Cruising level requires 4" movement instead of 2"
Jungle Cancels the Beach, Ice Field, Mountain Range, and Urban planetary conditions, and it is canceled by the Desert Wasteland and Storm planetary conditions
__________________________________________________ _______________
Earthquakes
At the beginning of his or her command stage, the active players rolls one six-sided die. On a result of 6, each player chooses a single friendly unit with zero or one order token and gives it an order token. If the unit is a 'mech that would receive a second order token, that unit gains one heat instead.
______________________________________
So. I like jungle. That's one I would actually play. Plus it cancels some annoying ones, like beach, urban and mountain range.
Earthquakes falls squarely in the WHY category. The more I think about it the less I like the idea of playing a PC which hurts both players. Stupid card.
Z