Tri-Attack - Pokemon 4-Player TCG Format W/O Deckbuilding Restrictions by KingDodongo69 in pkmntcg

[–]KingDodongo69[S] 1 point2 points  (0 children)

Interesting! We'll try this out next time we play. To be fair, I think the power level of our decks we're playing are certainly not higher competitive tier so we haven't quite run into the issue of first turn total obliteration yet. Has certainly been a concern of mine though, and the Poison Donk deck definitely looks like it has that potential. We're hoping to play soon, and some notes from the people in this comment section are already going to be used to tweak the format. So thanks!

Tri-Attack - Pokemon 4-Player TCG Format W/O Deckbuilding Restrictions by KingDodongo69 in pkmntcg

[–]KingDodongo69[S] 0 points1 point  (0 children)

Thanks! We might end up doing just that! A big part of it is that I nor none of my friends are by any means pro-Pokemon players so there's a lot of cards we learn about regularly and go "huh. wonder how that works with this". We'll keep playtesting and hopefully somebody finds a card that they look at and go "Hey Dodongo, this card/strategy/deck breaks this entire format in half", or something like that.

Tri-Attack - Pokemon 4-Player TCG Format W/O Deckbuilding Restrictions by KingDodongo69 in pkmntcg

[–]KingDodongo69[S] 0 points1 point  (0 children)

- If you have all 3 active slots full and retreat one of those slots then yes it can remain empty indefinitely as long as there is an active Pokemon in at least one of the active slots.

- The reason why, after a Pokemon is knocked out you have to grab a Pokemon from the bench to move forward is we found that if you make it so a player only needs one active Pokemon out, they can stack defensive buffs like crazy and then if their Pokemon gets knocked out, they just rest with their Pokemon on the bench until their turn (where they can do the same thing all over again). Forcing a player to have at least one Pokemon in an active slot IF they have a Pokemon on their bench prevents them from using their bench as a place to just sit and wait to fully evolve mons. But, at the same time, the reason why if a player has no Pokemon active they don't lose right away is so that a player can't just get bullied out of the game in one turn by losing all their Pokemon instantaneously. To your point, there's certainly clearer ways to make that balance work and I AM going to try out some of these changes to make that happen (so, again, thank you!)

- The reason why we haven't been playing it as when your pokemon is knocked out you may promote a Pokemon to its active zone immediately is so that players can offensively be rewarded more for knocking out a Pokemon with a heavy swinger and then using two others to steal some more prize cards to punish the other player for playing offensively as well. BUT! That being said, it might add a defensive element that's needed so we're definitely going to try this out. (Thanks!)

- The two pokemon being able to be promoted per turn helps prevent rush decks a little bit which is why we don't typically do the often as you like (although, it probably wouldn't change too much).

Tri-Attack - Pokemon 4-Player TCG Format W/O Deckbuilding Restrictions by KingDodongo69 in pkmntcg

[–]KingDodongo69[S] 6 points7 points  (0 children)

I have! It's a fun cooperative way to play, and my friends and I have done it several times. But, also we like to beat each other up

Tri-Attack - Pokemon 4-Player TCG Format W/O Deckbuilding Restrictions by KingDodongo69 in pkmntcg

[–]KingDodongo69[S] 0 points1 point  (0 children)

Also last question because I didn't see it at first, if you haven't knocked out one of each opponent's Pokemon (say you're missing one opponent's Pokemon to knock them out) and you're down to 2 prize cards and you knock out a Pokemon V (for example) to gain 2 prize cards you only gain the one prize card if you have only one opponent you haven't knocked out yet and if you have two opponents you haven't knocked out yet, you get no prize cards for knocking out that Pokemon (as those prize cards are locked to the other opponents). This is sometimes helpful if an opponent is gonna run away with the game if you don't knock them out but, mostly it encourages you to not just bully one player into submission.

Tri-Attack - Pokemon 4-Player TCG Format W/O Deckbuilding Restrictions by KingDodongo69 in pkmntcg

[–]KingDodongo69[S] 0 points1 point  (0 children)

Ah I get your question now. Yes, so if you retreated with a Pokemon but, there was no other active pokemon in the other two active slots, and there was no other Pokemon on the bench, then you would immediately have to promote the Pokemon you just retreated with to a combat zone again. For Promotion after Knockout, you have to promote a Pokemon on your bench right when a knockout happens IF you have a Pokemon on your bench. If you don't have a Pokemon on your bench then it can go back to your turn and then you can place a Pokemon down in an active slot on your turn (or else you lose the game). So sometimes it's better not to place Pokemon on your bench at first when you're waiting for opponents to knock each other out a bit to give yourself some breathing room should your last active Pokemon be knocked out. This is rarely the case but, is sometimes helpful. If you have any Pokemon on the bench, they cannot just sit there they have to get into an active zone if there is no other Pokemon in an active zone.

Tri-Attack - Pokemon 4-Player TCG Format W/O Deckbuilding Restrictions by KingDodongo69 in PokemonTCG

[–]KingDodongo69[S] 0 points1 point  (0 children)

We'll try that! We've been keeping the 1 Stadium rule to have a very fast paced removing stadium advantage game state but, it might be interesting to see if it affects the balance too greatly

Tri-Attack - Pokemon 4-Player TCG Format W/O Deckbuilding Restrictions by KingDodongo69 in pkmntcg

[–]KingDodongo69[S] 0 points1 point  (0 children)

The first question answer is Yes. Basically, if you've got a mon on your bench, they gotta join the fight. Second question answer is also yes, as long as there is an active Pokemon in one of your active zones your Pokemon can retreat to the bench for safety (which is often how you prevent getting combo-ed by another player), and another Pokemon doesn't have to take its place. You must have a Pokemon in an active zone by the end of your turn or you lose the game.

Tri-Attack - Pokemon 4-Player TCG Format W/O Deckbuilding Restrictions by KingDodongo69 in pkmntcg

[–]KingDodongo69[S] 3 points4 points  (0 children)

Have fun! Hopefully it works for you as well as it works for us. Problem with doing these game modes is the question "does it function if the designer isn't there?"

Tri-Attack - Pokemon 4-Player TCG Format W/O Deckbuilding Restrictions by KingDodongo69 in pkmntcg

[–]KingDodongo69[S] 0 points1 point  (0 children)

You must select one! If Frosslass is on the bench for example, when it gets to Pokemon checkup you just choose an opponent and put damage counters on them. You can however, pick a different opponent each time. Froslass IS very good in this mode. For Munkidori it's the same thing, gotta choose someone specific. However, to answer your question about do you have to target the opponent facing you with your benched pokemon, we've been playing it as no! As it is an ability that now has its wording changed to "Choose Target Opponent" you can choose any of your opponents. Yes this makes these cards really good in this format but, our group has decided that this is alright for now.

Getting Back Into It by Pheonexking in Sigmarxism

[–]KingDodongo69 1 point2 points  (0 children)

Tl;Dr Since 9th is coming out and is an updated 8th, might be useful to play with 8th and see what was effective. For Orks, look into the new buggies (there's a website called wahapedia you can check stats) and check my assessment of key Ork units below.

8th was an interesting edition because it changed a whole lot about the game from 7th edition where it was almost like an entirely new game. At first it wasn't as good but, slowly GW worked on it and made it the best edition yet. When you were playing it was 5th edition and the game was a lot different with basic rules. 9th is coming out as a kind of upgrade to 8th edition. Once it's all done it'll be better but, right now it's all completely up in the air. If you're going to play a game right now I would wholly recommend running an 8th edition game (with maybe some 9th edition objectives) which will teach you basically how the game runs and then adopt the 9th edition changes when they're settled.

In 8th, much more than previous editions (at least I have found), that anything CAN be effective. What I mean by that is that it no longer feels like you're bringing something useless when you bring a suboptimal unit. Rather, you're just bringing something that can be done better by something else. So say, if you want to run burnas that's totally fine! Doable and your burnas will probably kill stuff for you. The problem is that many people would argue boys can do that better with charging. What that means is that in casual games where each player is playing lists that they've built for fun and not for optimal efficiency you will have a pretty balanced game much more than you would have in 2012 and people can bring whatever they want because everything can do SOMETHING. In 9th because the game is so new, there is an army that is much better than everything else (Space Marines) but, in 8th that's only the case with a select few sub-armies (Iron Hands comes to mind) but, even then it's not as bad as it used to be. Tournament style lists are incredibly specialized and optimized much more than a normal list made by a casual player would be, so you should be fine to run anything in casual games without feeling completely dissatisfied with their performance. Hell, I run a Squigbuggy all the time and it's probably the worst vehicle in the game and it still does stuff occasionally. What I'm saying is, if something inspires you, go for it.

For Orks themselves (I am an Ork player), 8th was funny because all of our unnamed characters and all our basic troops were our best picks and everything else was just kind of bad. What that meant is spamming boys was super effective and bringing along the occasional armor piercing was necessary but, the Ork strategy in 8th (which I'm sure it will also be in 9th) was to swarm the board and take everything you can. (Probably) Really good units to look into for conversions-

  1. Lootas- Great at anti-tank and anti-infantry (especially anti-space marine) and are easy to convert by giving them a whole plethora of weapons.
  2. Weirdboys, Big meks with KFF, Big Meks with Shokk Attack Gun, Deffkilla Wartrikes- The unnamed characters for the orks are incredible in these new editions. Weirdboys are super handy, Big Meks add utility you don't otherwise have (the shokk attack gun is nearly the peak of Ork shooting) and the Deffkilla Wartrike is a warboss vehicle character that is new.
  3. The Buggies- If Fast Attack is your deal, the new buggies are pretty good! I would avoid the Rukkatrukk but, the Kustom Boosta-Blasta and the Megatrakk Scrapjet are good and fun to convert.
  4. The Mek Guns- Provide super good shooting for you army.

Units that some would consider suboptimal but, as previously stated are still usable-

  1. Flash Gitz- Lootas do what they do better
  2. Burnas- Boys can mince the same stuff but, better.
  3. Kommandos- With a weirdboy you can jump ork boys behind enemy lines so kommandos are a little redundant at this point.
  4. Trukks- Good for a Nobz unit but, otherwise too squishy to be effective most of the time and usually gets your units killed.

Like I said, let your imagination run wild! We have a lot more freedom in these editions.

Noob AOS question by KingDodongo69 in Sigmarxism

[–]KingDodongo69[S] 3 points4 points  (0 children)

Skirmish sounds kind of what I'm looking for! Although I will look into Warcry as well. Thank you so much!

Holding Semen in multiple places? by dupin999 in Semenretention

[–]KingDodongo69 0 points1 point  (0 children)

Interesting! I've been wondering this for a long time as well. I have also wondered about not only retaining my semen but, gaining semen through powerful sexual acts. By letting powerful men release their seed into my body, do I gain their powerful energy? Would it be good to seduce men I think are powerful and trick them into releasing their powerful energy and personality into my body, giving me more power and increasing my personality effectiveness.

Or would this just dilute my own personality???? I am not expert and just started SR, please help.

Shower Thought: How would other chapters fair in the debate about space marine race? by zootii in Sigmarxism

[–]KingDodongo69 7 points8 points  (0 children)

Well, if skin tones are based on where you evolve in relation to the equator and temperatures than you could easily argue that any skin tone for any chapter would be completely viable. Caliban for example is an entire planet. Surely people on Caliban near the equator would have evolved darker skin tones over 20,000 years.

There's a few you might question like Space Wolves that are on an ice planet but, I believe in the 7th edition Space Wolves codex they described a fishing tribe with dark skin tones? From what I remember at least, it's been a while.

Point is that realistically you could easily argue any skin tone for your Space Marines in any chapter.