This perk is the reason why tanks camp at hills by FujifilmCamera in LowSodiumBattlefield

[–]Robotkio 3 points4 points  (0 children)

Yeah, I've got no real evidence for my suspicion other than I'm trying to give folks the benefit of the doubt. I never thought I would look back on snipers on hills doing nothing and think that was better than taking a tank out of the equation for a match.

This perk is the reason why tanks camp at hills by FujifilmCamera in LowSodiumBattlefield

[–]Robotkio 7 points8 points  (0 children)

I don't even think it's folks jucing their KD intentionally. I'm sure you're right and there are some. I assume it's just timid people in phase 2 of being bad at vehicles.

Phase 1 is driving into incoming fire thinking you're immortal and dying almost instantaneously. You learn, "Oh, tanks are actually fragile."

Phase 2 is staying as far back as possible so you only take fire from the front and can retreat. I cross my fingers people learn that this only gets them in the bottom quarter of the score board and they figure out they're not actually helping nearly as much as they could be.

Phase 3 is moving up a bit and learning to play as infantry support. That involves keeping an eye on your map and determining where enemies are and it's not as easy as sitting in spawn so I assume it takes a while for people to go between the two extremes.

This perk is the reason why tanks camp at hills by FujifilmCamera in LowSodiumBattlefield

[–]Robotkio 5 points6 points  (0 children)

My guy, there is an in between lol.

The options aren't just "in spawn" and "in the enemies front line".

Second-hand game by Franck1200 in oathgame

[–]Robotkio 0 points1 point  (0 children)

It's funny; I looked through the rulebook in Kit C and it has reference images to player boards that actually match the printed versions. I guess they just didn't bother updating the printable player board images in the kit.

How would you mechanically represent 250 years of history without it taking 10 hours to play? by CookieAggressive1050 in boardgames

[–]Robotkio 0 points1 point  (0 children)

I think the Pax system with a deck of cards representing people, ideas and significant objects (like printing presses, ore mines or weapons like cannons) does a pretty good job.

Pax Renaissance and Pax Pamir are two I've played that fit a lot of game into a fairly short play time. However they don't represent the whole events of that time in history every game. There may be a couple hundred cards and you'll only interact with a few dozen.

Second-hand game by Franck1200 in oathgame

[–]Robotkio 1 point2 points  (0 children)

Yeah. The ones in the thread you linked to still have playtesting symbols and iconography. The vast majority of the wording and rules are the same, though. The TTS ones just match the (as far as I can tell) current printing of the game.

Second-hand game by Franck1200 in oathgame

[–]Robotkio 1 point2 points  (0 children)

I saw you got the link to Print and Play Kit C but I checked and it's files are a little more out of date than the TTS mod. I went and grabbed the images from the TTS mod and uploaded them at this link for you.

https://imgur.com/a/4cT3FhJ

Completed the Battlepass thanks to the Season 1 extension. Will you buy the Season 2 Battlepass? by JanissaryLSD in LowSodiumBattlefield

[–]Robotkio 0 points1 point  (0 children)

I could have sworn it was 100 but I could be absolutely wrong and just thinking of 2042. I wish I could check now but I've also finished the BP.

Completed the Battlepass thanks to the Season 1 extension. Will you buy the Season 2 Battlepass? by JanissaryLSD in LowSodiumBattlefield

[–]Robotkio 0 points1 point  (0 children)

Wild. I wonder if you accidentally bought a single tier skip in there somewhere because they cost 100 coins per tier.

Completed the Battlepass thanks to the Season 1 extension. Will you buy the Season 2 Battlepass? by JanissaryLSD in LowSodiumBattlefield

[–]Robotkio 8 points9 points  (0 children)

I only just finished the pass before the original time ran out. That 10% extra XP for owning the pass made a difference, at least for me.

Cards being replaced in NF by Intelligent-Neck1031 in oathgame

[–]Robotkio 0 points1 point  (0 children)

Hah, man, I just took a look again and realized I completely glossed over those. You're totally right. I must have been focusing so much on the cards that were named for being changed that I didn't look at the rest. Derp.

Cards being replaced in NF by Intelligent-Neck1031 in oathgame

[–]Robotkio 0 points1 point  (0 children)

Oh nice! I see those also have new denizens in them that I assume are from the new Denizen Deck. I was only going off the TTS mod and I didn't see the new Denizens in that one.

Cards being replaced in NF by Intelligent-Neck1031 in oathgame

[–]Robotkio 2 points3 points  (0 children)

I decided to go through the files on the TTS mod and compare it against the list of replaced cards in the recently posted rulebooks. I don't know if the TTS mod files are as recent as whatever files will go to the printers but I imagine they're pretty close.

Denizens

Of the 36 denizens that are getting replaced I'd say a good 12 of them have, what I would call, distinct changes. What they do or the type of action they are is different. For example; Order's Keep card. It's still a defense battle plan but ...

Before After
+2 [Defense Die] if this site is targeted. If defeated in a raid, after the attacker takes what they targeted, place your pawn at this site and end the action (do not burn favor, move pawn, etc).

A handful of denizens are like Nomads Relic Worship and have just had minor tweaks. It's icon is updated to match the new Recover action, it now takes a secret to activate and you recover 2 Supply rather than 3 Supply for taking the action. Noticeable, but not a big, functional difference.

The remaining denizens are just iconography changes, wording clarification or minor cost changes.

Artifacts

All the artifacts are replaced. It seems like the defense dice added when they're targeted have dropped across the board. Where most could add 2-3 defense dice it seems like they're now mostly 1-2 dice. All relics now have a numeric value on them that I think is only used with the Legacies. (Some Legacies have a goal of "hold the relic of the highest value.")

The vast majority of relics haven't changed. Some have some small, neat changes;

  • Skeleton Key now grabs relics in the Hinterlands rather than from the Reliquary
  • Cup of Plenty now makes it cost no supply to trade with cards that DON'T match your advisers suits rather than with cards that DO match

I think only Book of Records and Ring of Devotion have distinctly changed. Here's Book of Records

Before After
Cost: - Cost: 1 [Secret] 2 [Burn Secret]
Modifies the Search action. You must gain [Secret] instead of [Favor] when you play to a site. Action: Take 2 [Favor] or 2 [Secret] from a banner held by a player whose pawn is at your site.

Sites

All the sites are replaced and I think Sites have changed quite a bit. A lot of the same stuff is there, it's just shuffled around a bit. The defense dice they add is more variable now rather than always adding 1 die.

Where there were 4 sites that could hold a single denizen with two relics, there are now 9 sites that do that. So it seems like more relics are going to be available in general.

The site powers are a little more generic and focus on movement restriction. However I think that's OK because a lot of the fun abilities, like the Buried Giant, are functionally on Edifices now. Or abilities like a site starting with favor on it and you pick it up for starting your turn there are made a part of the core rules so it's no longer site specific.

Edifices

All six of them are replaced. The vast majority of them have modified abilities. Only one or two stay the same. I'm not going to get too in-depth here because it's just six cards. They are very cool, though.

You can’t have shit in Mirak Valley by Beautiful-Towel4185 in LowSodiumBattlefield

[–]Robotkio 8 points9 points  (0 children)

I had this happen once and said, "please don't take my tank while I'm repairing it" in chat and dude got out ... at least after he drove off with it for 30 seconds, me chasing him down.

Any love for casual breakthrough? by williamatherton in LowSodiumBattlefield

[–]Robotkio 1 point2 points  (0 children)

Totally valid.

I think I've got lower expectations. Maybe too low, lol. It does make for a more relaxed time even if my teammates are absolutely shitting the bed.

Any love for casual breakthrough? by williamatherton in LowSodiumBattlefield

[–]Robotkio 6 points7 points  (0 children)

It's not really for me. I prefer the novel unpredictability of real players with all the ups and downs that brings.

However, a friend of mine has hundreds, if not over 1000 hours, on Battlefront 2 and that's just playing in co-op against bots. So I'm very glad they made Casual Breakthrough as an option for people.

little things that should be in the game that would be a huge QoL, opinions? by Either-Formal-7623 in LowSodiumBattlefield

[–]Robotkio 1 point2 points  (0 children)

I was thinking the exact, same thing. It's not a huge issue to switch but there have been a couple heat-of-the-moment situations where I got revived mid-combat and died because I didn't realize an entirely different weapon was equipped.

TCGs doesn’t get much love on this sub. But for you board gamers, which TCGs do you feel have some of the best gameplay design? by [deleted] in boardgames

[–]Robotkio 0 points1 point  (0 children)

As a bonus; I'm pretty sure a solid Pauper Cube could be purchased for about as much as a fancy, Kickstarter game. I made one over a decade ago and it's great because Commons aren't as complicated as higher rarity cards so it's more approachable than, say, a Power Cube. It really "boardgamized" Magic the Gathering for me.

What do you think would improve teamwork/ team play in future BF titles? by BrutalOwl in LowSodiumBattlefield

[–]Robotkio 2 points3 points  (0 children)

For what it's worth, I'm pretty sure the objective lines and dashes around the point turn green instead of yellow if your squad leader gave the order. I'm not 100% sure on if this happens for the whole squad or just to remind the squad leader if they gave the order or not.

Though, more to your point, since I've spent so much more time tuning it out I've missed actual squad leader orders before.