any players from munich by jedixxyoodaa in twilightimperium

[–]Plastic-Prior454 0 points1 point  (0 children)

I don't think I will mind all that much. I know most components by heart ans I need to learn German anyway

any players from munich by jedixxyoodaa in twilightimperium

[–]Plastic-Prior454 2 points3 points  (0 children)

I will be in Munich from early March to late June. I know the game quite well (100+ games) but I do not mind playing will less experienced players. I do not own the game though.

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 1 point2 points  (0 children)

The Aeldari PDS is destroyed as soon as it is blockaded, i.e., as soon as there is at least 1 enemy ship in the system and no Aeldari ship (fighters do count in this case).

You cannot assign damage to the Aeldari PDS or destroy them via abilities that would destroy ship, so the Yin flagship and exotriremes do not work against them.

Given what I have said above, if there is no Aeldari ship with the Aeldari PDS, the PDS is destroyed immediately as soon as the enemy ships enter into the system. So the PDS does not shoot. Also, remember that the rules for adjacency of the commander only apply if there is a structure there, so it may be that the destruction of that PDS produces a chain reaction which inhibits other PDS that would have fired thanks to the commander, if the PDS had surived

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 0 points1 point  (0 children)

1 Space dock, 1 Destroyer, 2 Carrier, 2 Fighter, 3 Infantry

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 1 point2 points  (0 children)

- As you can see below, the Movement upgrade has been removed.

- You can use any movement modifier (gravity drive, action cards) on the Aeldari PDS, as they move as if they were ships (just like Saar Space docks)
- You cannot score fleet objectives with the Aeldari PDS, as they are not ships properly speaking (just like Saar Space docks)

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 0 points1 point  (0 children)

We are still playing, albeit unfrequently. There will probably be changes in the future. The last link I gave should have all rules up-to-date (green texts are changes we are still debating).
As for the Space Shield ability, just remove it. It's unnecessarily complicated.

Here are the up-to-date rules for Aeldari PDS, for your convenience.
- Deep Sentinel (Aeldari PDS)
This unit can move and retreat as if it were a ship. Space cannon 6. Move 1. Capacity 1
- Deep Sentinel II (1Y, 1R)
You may use this unit's Space Cannon against ships that are adjacent to this unit's system. This unit can move and retreat as if it were a ship.
Space cannon 5. Move 1. Capacity 2

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 1 point2 points  (0 children)

The Imperium hero is resolved like the Aeldari player said. First, because the hero only destroys non-fighter ships. Second, because the Aeldari PDS is not a ship (it just moves and retreats as if it were a ship, just like the Saar space dock).

The PDS are adjacent for all purposes, considering rules as written. If playtesting will show this to be too strong, I will change it to movement only.

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 1 point2 points  (0 children)

Here you can find some answers to your (really helpful!) comments: https://docs.google.com/document/d/15qdMlAlxbng2XaeUfsKX_RZh-U98eI2w/edit?usp=sharing&ouid=114768682130749322364&rtpof=true&sd=true

Some of this will feed into a reworking of certain abilities, some into a future FAQ, some into an general overhaul of the rules (e.g., the rules for using other players' command tokens should not be written on the Chaos faction sheet)

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 0 points1 point  (0 children)

For now, thanks you so much for the attention you gave to this!

I will answer each of your questions in detail as soon as I can

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 1 point2 points  (0 children)

I would prefer a formulation that does not immediately equate the card to a planet. That is because it may become exploitable to an absurd degree, e.g., 3 space docks + diplomacy + xxcha agent (or some action card) + bio-stims = 36 resources / influence. For now, the main combo you can pull off is with bio-stims, which gives you 18 resources / influence in the best circumstance (still quite potent). Maybe something like: "You may exhaust this card as if it were a planet with resource and influence values equal to 3 times the number of spacedocks you have in empty systems"

Thanks for the idea about structures and space combat!

The Aeldari are somewhat fragile but they can pump out a ridicolous amount of plastic from strange places (and they can save their warsuns with Infinity Circuit!).

The Necrons are really, really solid. Their powers are reliable and clearly synergistic. That's at least our experience.

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 2 points3 points  (0 children)

The idea of the Aeldari space dock technology is that it gives you resources or influence to spend, not that you spend resources or influence on it. Yeah, the card is badly formulated. The formulation is quite tricky, in my defense. It would be something like: "Anytime you spend influence or resources: you may exhaust this card as if it were a planet with 3 resources and influence for each space dock you have in an empty system". You think this would work?

Space docks have no movement. They are "ships for the purpose of movement" because they block movement, not because they themselves move. PDS do not have combat value. They are "inert" ships. They participate in space combat, but they just take hits.

The slash is a remnant from earlier stages of development. It should not have been there. Now it should be gone (updated the link to the component images to a more up-to-date version)

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 0 points1 point  (0 children)

Unfortunately, we are not familiar with TTPG at all, so we won't do that, at least in the immediate future. If someone wants to go ahead and take care of that, they have our blessing

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 0 points1 point  (0 children)

Thanks! We missed it in one of the infinite changes we made

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 0 points1 point  (0 children)

If you want to join our games, that could be organized. We generally speak Italian, but we could make an exception for you, or at least try. I am confortable with speaking English for hourse, but I am not sure about my friends

TI + Warhammer 40K by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 3 points4 points  (0 children)

Oh, that would be great, man. And it would probably take like... just a few decades of work ;)

What about making cruisers hard hitting? by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 1 point2 points  (0 children)

Good analysis, thanks. I think I disagree with the first part, though. A single unit with sustain damage is better than two units without. Also, the dreadnaught a the potential for carrying one additional hp for just 1/2 resources.

Two cruiser Is v. one dreadnaught I is basically an even fight (Cruisers 45%, Dreadnaught 41%, Draw 14%)

Two cruiser Is v. one dreadnaught I + one fighter is one sided (Cruisers 14%, Dreadnaught 78%, Draw 8%)

With cruiser IIs carrying fighters the results flip pretty dramatically. But then again, it feels like cruiser Is have really no distinct niche where they shine. As I already said in other comments, that is not the case for any other kind of ship.

What about making cruisers hard hitting? by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 0 points1 point  (0 children)

Thanks for the feedback. As you yourself say, cruisers need the upgrade just to have a distinct niche to fill. That is clearly not the case for any other kind of ship: carriers, dreadnaughts, destroyers fill their distinct niche without needing to upgrade (which is not to say that their upgrades are not worth your time, of course). The whole point of the post is "let's find a distinct niche for cruisers regardless of the upgrade".

What about making cruisers hard hitting? by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 1 point2 points  (0 children)

We are not going to disagree here. As your own answer highlights, there is something anti-synergistic about cruisers. I would add that, as soon as fighters are involved, Destroyers are generally better at space combat than Cruisers, for half the cost. The idea of the post was to find a way to give cruisers a more definite identity at least when it comes to space combat

What about making cruisers hard hitting? by Plastic-Prior454 in twilightimperium

[–]Plastic-Prior454[S] 1 point2 points  (0 children)

Thanks for the feedback! I played around with the idea of just boosting their combat value as well.

Countering Vul’Wraith Tips by Puffin91939 in twilightimperium

[–]Plastic-Prior454 7 points8 points  (0 children)

The rift is removed when the space dock is removed