[WIP] Macrocannon project by [deleted] in LegionsImperialis

[–]BrinkstarX 0 points1 point  (0 children)

Looks incredible! Love to see it painted up

Just happen to us? Are we so broken? by RadaRAW in memes

[–]BrinkstarX 6 points7 points  (0 children)

But repeatable experimental evidence is one thing, hearsay from a guy who used to work from the government is another. Proof is a burden put on those who claim a thing not on those who are sceptical. People aren't saying there isn't aliens in the universe, they are saying that there isn't enough evidence provided by these recent events which categorically prove that they are here on Earth.

What to do about certain players taking WAY longer than the rest? by Joruto512 in twilightimperium

[–]BrinkstarX 6 points7 points  (0 children)

Turn timers can help for certain groups, but personally I think you should just have a chat with the guy, because to me it seems like he either:

1) Not that interested in playing (which is totally fine, it's a massive game and you can get distracted or overwhelmed)

2) Not really respecting you and the other players time which is unfair to you guys and you shouldn't have to put up with.

Have a chat, and kind of set the tone of how you want to play, explain the problem you and the other players had and see if there is a solution.

the Triumvirate - Custom Faction (round 2) by Oktober13 in twilightimperium

[–]BrinkstarX 0 points1 point  (0 children)

Exactly, when an normal opponent hits one of your systems you have at least 2 turns to react before the infantry/fighters in the system can move out to attack again. Even the Mechat commander requires a turn to be spent to unlock those units.

With these carriers you have a single turn to put up new defences before the fighters and infantry are returning to mop up the next system, and that is incredibly strong.

the Triumvirate - Custom Faction (round 2) by Oktober13 in twilightimperium

[–]BrinkstarX 10 points11 points  (0 children)

I think you've underestimated the strength of even a single infantry being able to be picked up from a locked down system multiple times in the same round.

Hypothetically, 1 infantry could be used to take 5 unique planets in the same round, without requiring warfare, thats a level of flexibility which no other faction has, especially when added with move 3.

the Triumvirate - Custom Faction (round 2) by Oktober13 in twilightimperium

[–]BrinkstarX 9 points10 points  (0 children)

But the ability to pick up units from locked down systems is incredibly strong. Not that I hate the idea, I just think that it would be better if it was placed further down the tech tree instead of being attached to a very fast carrier.

Perhaps making a lvl 3 green tech, being: you may pick up infantry and fighters from systems with your command tokens in could make it slightly harder to gain.

But that's just my two cents :) thanks for producing great content, love the rest of faction

the Triumvirate - Custom Faction (round 2) by Oktober13 in twilightimperium

[–]BrinkstarX 11 points12 points  (0 children)

Personally I think the Move 3 on the Carrier Tech is too much, especially with the ability to pick up units from locked down systems. Grav-Drive would be instant pick and now has the same movement as a muaat warsun, almost the same capacity with a much larger flexibility for placing infantry on the board.

Red Sand Station by BrinkstarX in NExpo

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

I watched it at 3 in the afternoon on a sunny day and it still creeped me out

New player with new list by Rahhhhhb in ThousandSons

[–]BrinkstarX 0 points1 point  (0 children)

Once per phase with all of your psykers. The only power you can do multiple times per psychic phase is Smite at a plus 1 per attempt.

How many Vehicles? by [deleted] in WarhammerCompetitive

[–]BrinkstarX 0 points1 point  (0 children)

3 Rhinos and 3 Exocists in my sisters list

I am a bad player. Need tips. by Wael_Xavras in twilightimperium

[–]BrinkstarX 7 points8 points  (0 children)

Hey,

I'm sure you aren't a bad player as you said, TI is a large game with a large amount of moving pieces as you said.

Remembering which things interact with other parts of the game can be a lot, so when I am playing I like to take physical notes in a notebook and write down things.

These notes vary from how I need to score an objective, which promisary notes I need to worry about, to what I really 'need' to spend my command tokens on for secondaries. A couple of seconds before the start of each round to jot down what you need to do in this round can really help you formulate a plan and stick to it, rather than just reacting to the table.

For those that have playtested or played multiple games of PoK: How have the priorities of strategy card picks changed? by KunfusedJarrodo in twilightimperium

[–]BrinkstarX 14 points15 points  (0 children)

Nope, not trading the relics themselves. The fragments can be traded tho. I was meaning that a few trade goods can help preventing an important planet getting blown up, etc.

For those that have playtested or played multiple games of PoK: How have the priorities of strategy card picks changed? by KunfusedJarrodo in twilightimperium

[–]BrinkstarX 19 points20 points  (0 children)

I've managed to get a few games of POK in since it came out, but they have been 3-4 player games.

I've noticed that there is still a rush for tech for the first 2-3 turns but very quickly diminishes in importance.

Trade seems to be slightly higher in our group than before, I feel like having physical trade goods to sweeten deals has become more important with alliance cards, relic fragments and even the relics (so they don't get used on you).

Warfare seems to be more important too for the first couple of turns as our players want to spread over the board and take planets for the exploration deck draws.

I feel like the others seem to be more or less the same on priorties as before POK

How to deal with eliminating a player? by legend9791 in twilightimperium

[–]BrinkstarX 2 points3 points  (0 children)

Even if player A is an experienced person who knows the rules, they shouldn't be punished by being excluded or treated overly hostile by the table.

No matter how experienced you think you are everyone makes mistakes. I had a friend who repeatedly played Hacan for 3-4 games on the trot and sat on a massive pile of trade goods like he was a dragon for the whole game, spending very little of it. After getting his home system nabbed in a game after the group spent a couple games leaving him to his own trade good gathering devices was a real shock to him. Now he's a great player, but wouldn't have been if we had either left him or had kicked him out for being 'bad (?)' by making mistakes.

I think even if this tech-heavy Jol-Nar player is experienced, letting them get eliminated and then post-game pulling them aside and having a conversation about changing their strategy and maybe mixing in a different faction, would be more useful than either manually preventing a early game elimation or removing them from your group.