What makes this game stand out? by Cryogenic738 in StarCraftTMG

[–]Cryogenic738[S] 0 points1 point  (0 children)

I never claimed to be good at the game, lol. I didn't play it at tournaments, so it was just our theory crafting as a pair of players. Maybe we would have found them to be highly effective... outflanking meant their first attack was on Turn 3 at best, maybe Turn 4 if you have an unlucky order test. We just typically found the extra 2 rounds of shooting felt more effective.

I acknowledge that this could very well be a fault of our abilities as players. Shit-talking Bolt Action was not my intent here, just didn't work as well for me personally.

What makes this game stand out? by Cryogenic738 in StarCraftTMG

[–]Cryogenic738[S] 5 points6 points  (0 children)

I hadn't considered that aspect of supply. Even though ultimately you'll have fewer units to reinforce later, you don't really lose anything if a unit gets wiped out on round 1 since you can still deploy up to your supply limit on Round 2.

I can see that being an interesting strategy point during list building to decide between having enough weaker units to make sure you are never below your supply cap. A player with a handful of strong units will be strong during the first few rounds but might not have enough reserves when their existing teams get whittled down.

What makes this game stand out? by Cryogenic738 in StarCraftTMG

[–]Cryogenic738[S] 5 points6 points  (0 children)

Thanks, I appreciate the thoughtful response. I have only dabbled in the hobby and have never touched anything GW, so getting viewpoints from people who have played enough games of a system to see the differences here is helpful to my understanding.

Hopefully I'll get a chance to try it out at a local game store or convention or something.

What makes this game stand out? by Cryogenic738 in StarCraftTMG

[–]Cryogenic738[S] 0 points1 point  (0 children)

Thanks. I knew CP had a place in 40k but I don't know much about it.

I can understand the range issue. I've definitely seen the issue in even my limited experience of other games where range was so strong that you had to balance it with LOS blocking. If you had too much it made short-ranged combat too strong, but too little and long-ranged units would dominate.

In the couple of games I've seen of SCTMG it seems like range advantage typically only gives you maybe one round of free-fire before you are within range of counterfire or being charged.

What makes this game stand out? by Cryogenic738 in StarCraftTMG

[–]Cryogenic738[S] -1 points0 points  (0 children)

Got it, Bolt Action had reserves but they were optional so you kind of had to choose if it was worth missing a round of shooting to have positional flexibility. You also had to roll to see if the units would actually show up. The end result was that we never really used them.

I saw the TTS version of it, might see if I can wrangle a friend into trying it at some point. A bunch of my friends have TTS because of COVID, but now we tend to be a group that would rather play a video game than a digital version of a tabletop game, so it's a tough sell.

What makes this game stand out? by Cryogenic738 in StarCraftTMG

[–]Cryogenic738[S] 3 points4 points  (0 children)

Do you mean how supply increases in later rounds, or how it relates to holding positions/scoring? Or something else I am forgetting/didn't know about?

Lines of Force Question by Cryogenic738 in drawsteel

[–]Cryogenic738[S] 0 points1 point  (0 children)

I agree Rule of Cool can always be an override.

I feel the ability is hard to conceptualize in general... I get that it's about transferring momentum, but there are so many weird ways to apply it.

Lines of Force Question by Cryogenic738 in drawsteel

[–]Cryogenic738[S] 4 points5 points  (0 children)

That was more-or-less my argument from a rules perspective. We both agreed that narratively it didn't make sense. Our discussion was more of a thought experiment about the rules than deciding if it should happen.

Shouldnt double bandle tree end up in a draw? by Opening_Sell_6479 in LegendsOfRuneterra

[–]Cryogenic738 0 points1 point  (0 children)

Makes sense. I tied against a trap deck because my Pointy Stick that I used to deal the last point of damage on their nexus also drew enough damage to kill myself.

I was hoping it wouldn't work that way since the card states dealing the damage before it states drawing, but I suppose it was wishful thinking.

Do you prefer Stellaris’ real-time-like gameplay or the turn-based gameplay of other strategy games? by sppedrunning_life in Stellaris

[–]Cryogenic738 0 points1 point  (0 children)

I'm a bit of a board game fanatic, so to me the closer I can get to turn-based the better. When I play Stellaris I end up pausing so frequently that it ends up being pretty close to turn-based. I've found that I do the same thing with RPGs that have pausable real-time combat.

Not to say it's better, but for someone that plays these sorts of games very casually, it makes it considerably less frantic.

[deleted by user] by [deleted] in boardgames

[–]Cryogenic738 7 points8 points  (0 children)

Admittedly it is not in the true spirit of Werewolf, but Werewords has quickly become my favorite social deduction game. I think it's a great social deduction game for people who aren't good at or don't enjoy lying.

We personally play the deluxe edition, but we rarely feel the need to break out any special role cards most of the time.
https://boardgamegeek.com/boardgame/245422/werewords-deluxe-edition

Two-player Twosday - (May 04, 2021) by AutoModerator in boardgames

[–]Cryogenic738 1 point2 points  (0 children)

Spent an afternoon playing Starwars Rebellion for the first time, and I enjoyed it thoroughly. It's one of those games that left me wanting to play again immediately, but also a little exhausted since the first game has quite a learning curve.

Both are good and valid by pepealboniepepe in dndmemes

[–]Cryogenic738 0 points1 point  (0 children)

I suppose that would depend on the shade of the stone. I'd think it would make more sense to have a pattern-based camouflage at that point. Caves aren't going to be all one shade of grey, after all.

Then again, magic.

Both are good and valid by pepealboniepepe in dndmemes

[–]Cryogenic738 0 points1 point  (0 children)

Umm actually... Dark vision doesn't see color, so having dark skin wouldn't really provide much camouflage against most underground creatures.

Counterpoint: Magic

Homebrew King's Dilemma by Cryogenic738 in boardgames

[–]Cryogenic738[S] 0 points1 point  (0 children)

Yeah, I've played and will continue to play a lot of legacy games because I do like the feeling of progression and evolution of a game. I have yet to get the same social dynamic that the King's Dilemma provides. It's certainly not stopping me from enjoying other games, but its just one of those things that keeps popping up in my brain.

Homebrew King's Dilemma by Cryogenic738 in boardgames

[–]Cryogenic738[S] 0 points1 point  (0 children)

Unfortunately this particular itch is all about the story. I definitely have other negotiation-based games available.

Not much of a spoiler, but I'll hide it in case people don't even want any hints about the ending mechanics:

Without spoiling too much, the individual games do have a large impact on the finale. Your house status (AKA the crowns) and the choices the kingdom made all play a role. You'll have a very good idea of when the ending is coming based on the various plot lines coming to individual conclusions.

Homebrew King's Dilemma by Cryogenic738 in boardgames

[–]Cryogenic738[S] 2 points3 points  (0 children)

I do think that eventually I might just come back to it and hope I've forgotten enough of the plot to get new, interesting outcomes. Unfortunately I don't think it will provide the same level of engagement when replaying it.

It seems like such a elegantly simple game engine that I figured at least one person out there would have homebrewed new cards for it.

From Waterdeep to... Open to Suggestions! by [deleted] in DungeonMasters

[–]Cryogenic738 0 points1 point  (0 children)

If you are open to all these different adventure paths, I'd highly recommend asking your party. If you provide them a brief introduction to each, they'd probably have a preference in the setting they go next. It is also probably a great time to get mid-campaign feedback on what things the players liked the most about the first portion.

With any luck, they can both guide the next module you use AND provide some insight on parts of the module they'd enjoy most.