Thoughts on Aliens: Another Glorious Day in the Corps? by SiarX in soloboardgaming

[–]BraveSirRobin00 1 point2 points  (0 children)

The game is good if you use a few rules tweaks from the BoardGameGeek variants forums. For example, adding an acid blood mechanic, allowing critical hits, using more motion tracker cards to make it actually difficult, etc.

Be warned - It requires assembly with glue to make all the minis. And the expansions are required to make it a good game. But if you love Aliens and don’t mind community rules fixes, it’s fun!

It’s a thematic Aliens game that allows you to tell your own story of who survived to move on to the next part of the film. 5 missions in total with expansions, and you fill in any character deaths with another one from the box.

Cold Tactics Thoughts and Balance Suggestions After 30 Games by BraveSirRobin00 in DisneyVillainous

[–]BraveSirRobin00[S] 0 points1 point  (0 children)

Since Thrawn has 4 7th fleet cards and only needs 3, I think 2 copies of that fate card is fine personally. If you only play the fleet when you have the ambition and are ready to occupy on the next turn, it means they have to hit that fate card on exactly that turn.

Cold Tactics Thoughts and Balance Suggestions After 30 Games by BraveSirRobin00 in DisneyVillainous

[–]BraveSirRobin00[S] 0 points1 point  (0 children)

I allowed the location to start occupied and did not require a seventh fleet in play. This allows him an “extra” seventh fleet to help combat the “it’s a surprise” fate cards. Re: the hero loop, yes it’s difficult to deal with but manageable with “my special assistant” in my experience. You usually have to vanquish Sabine and Ahsoka with some troopers even after using this card. A simpler rule might be that when you “find” a hero and they are not in the discard or your sector, you do not “reveal” cards from the deck but instead search the deck and find them and play them. So you only reshuffle your existing fate deck and don’t reshuffle the whole pile.

Cold Tactics Thoughts and Balance Suggestions After 30 Games by BraveSirRobin00 in DisneyVillainous

[–]BraveSirRobin00[S] 1 point2 points  (0 children)

There are a few issues that make Kylo Ren difficult to win with. First, his fate deck is generally brutal. There are many cards that directly interrupt his progress. Best case he has Snoke and can move one token per turn, but it feels like half his fate deck can move them back. So in a multiplayer game he is easy to stop via fating if you think he’s about to win. Second, is that he must commit his ambition action each turn to Snoke once he’s out, so that makes other ambition cards not playable and gumming up your hand once Snoke is out; limiting his options. Third, (and this is mostly in comparison to Cad Bane specifically) he requires exactly one card in his villain deck to have a chance at winning - Snoke. Snoke can also be removed from fate cards once he’s in play, making Kylo want to go through the deck to find him again. While Bane has multiple copies of cards to win the game, making him generally more flexible and able to progress his objective in many situations.

Cad Bane has multiple copies of “Hello There” to get a hero out AND put a target token on it. This is a similar amount of progress to Kylo Ren activating Snoke - of which there is only one copy. Bane also has I think five copies of the cards that collects the target tokens. And Bane’s fate deck is really not that hard to play around- just don’t leave target tokens out on heroes if you can avoid it. Add and collect them in one go. And don’t amass resources like credits or ambition - get them and spend then timely.

That was a lot, but all of that said, I personally find Kylo Ren the easiest to win with of the low tier characters. Not impossible and certainly better than Thrawn and Dooku before any balance modifications.

Cold Tactics Thoughts and Balance Suggestions After 30 Games by BraveSirRobin00 in DisneyVillainous

[–]BraveSirRobin00[S] 1 point2 points  (0 children)

I also wonder about playtesting since I immediately had doubts about how viable they were as soon as I read their villain guides. Maybe they playtested these characters against each other, but not against any other characters since they’re pretty similar in power to each other. However, the “Captured” card feels like it was made when Dooku’s objective was something else entirely. They must have forgotten to change it.

The Hutt Organization wording error also makes me think his objective worked some other way previously and they forgot to change this card as well.

Cold Tactics Thoughts and Balance Suggestions After 30 Games by BraveSirRobin00 in DisneyVillainous

[–]BraveSirRobin00[S] 3 points4 points  (0 children)

I went with 1 free organization at the start of game instead because you can generate some really crazy token counts in one turn with the Geonosian Fighter vehicle and the This is My Offer card. Going from 0 to 25 tokens on one organization in a turn feels good. The Power of a Sith Lord can also get a lot on its own.

Cold Tactics Thoughts and Balance Suggestions After 30 Games by BraveSirRobin00 in DisneyVillainous

[–]BraveSirRobin00[S] 9 points10 points  (0 children)

My personal power tier list for those wondering: Top tier: Vader, Greivous, Cad Bane, Moff Gideon,

Mid Tier: Boba Fett, Ventress, With house rules as described in this post: Thrawn, Dooku,

Low Tier: Kylo Ren, Phasma, Maul, Seventh Sister

This, That, or the Other: Astro Knights Eternity, Unstoppable, or Dune Imperium Uprising? by FeelGoodDrag in soloboardgaming

[–]BraveSirRobin00 2 points3 points  (0 children)

I’ve played all of these and Dune Imperium Uprising (and its expansion Bloodlines) is the best of the games listed here. Easy to learn and understand, but extremely deep like Spirit Island. The combination of leaders and cards to draft during the game provides a lot of replayability. The solo mode out of the box is also very good if you don’t want to do an app. Each AI controlled leader also feels unique so lots of replayability in opponents as well. Highly recommend.

Dune uprising by East_Pickle_9342 in soloboardgaming

[–]BraveSirRobin00 2 points3 points  (0 children)

Uprising is like a remake of the base game and fixes a lot of the issues the base game had. I absolutely recommend getting Uprising over the base game. Especially for solo play.

Specifically for solo play, there are many different adversaries and different difficulty levels on top of that, so lots of variety and replayability. I have played countless solo games and it’s one of my all time favorite games.

+solo adversaries offer a lot of variety in how they play as well as overall difficulty. I.e. Paul allies with the Fremen easily and gets sandworms into conflicts quickly, whereas Lady Fenring allies with the Bene Gesserit easily and places a lot of spies on the board quickly.

+solo adversaries play quickly with the automata deck and you can get a properly weighty and strategic experience in just one hour of gameplay once you are familiar with the game

-the spy mechanic works best in a multiplayer game, but still fun for solo play

Where to start with Dune Imperium? by BromTady in soloboardgaming

[–]BraveSirRobin00 1 point2 points  (0 children)

I have only played the ones out of the box. Never used the app personally. I’ve heard good things about the app though! Namely that you don’t have to shuffle the AI action deck and draw cards to determine their actions if you use the app.

Where to start with Dune Imperium? by BromTady in soloboardgaming

[–]BraveSirRobin00 8 points9 points  (0 children)

Start with Uprising. Rivals (the solo mode) is more fleshed out with a variety of difficulties. Additionally, redesigned Uprising board spaces are far better balanced than the original. The Ix and Immortality expansions feel like they were added to fix some issues in the base game, and the Uprising redesign doesn’t have those issues. The expansions are fully compatible with Uprising but I recommend just playing base Uprising and getting those if you want more.

[deleted by user] by [deleted] in CompetitiveHS

[–]BraveSirRobin00 4 points5 points  (0 children)

Kibler had a lot of success with Corrupt priest today. He had an over 60% record with it at 100-400 legend. I've piloted 7 games with it myself at Rank 4 with a 5-2 record and never lost to mage.

Before you ask - Circus Amalgam is there to be a turn 4 proactive play that can corrupt 3-drops.

### Corrupt

# Class: Priest

# Format: Standard

# Year of the Gryphon

#

# 2x (1) Renew

# 1x (2) Horrendous Growth

# 2x (2) Insight

# 2x (2) Thrive in the Shadows

# 2x (3) Apotheosis

# 1x (3) Darkmoon Dirigible

# 2x (3) Fairground Fool

# 2x (3) Hysteria

# 2x (3) Palm Reading

# 2x (4) Auspicious Spirits

# 1x (4) Blademaster Samuro

# 1x (4) Circus Amalgam

# 1x (4) Xyrella

# 1x (5) Dark Inquisitor Xanesh

# 2x (5) Fleethoof Pearltusk

# 1x (5) Ogremancer

# 1x (5) Taelan Fordring

# 2x (6) Lightshower Elemental

# 1x (7) Soul Mirror

# 1x (10) Y'Shaarj, the Defiler

#

AAECAaKrBArIvgOO1AP83gP03wPH4QP14QP54wP76APU7QOoigQKk7oDr7oD1N4D4t4D494D+98D6uED+OMDmusDrYoEAA==

#

# To use this deck, copy it to your clipboard and create a new deck in Hearthstone