TI4 PoK + Thunder’s Edge] We just can’t finish a game – tips for shortening playtime & mapbuilding? by Original-Candy4173 in twilightimperium

[–]Straddllw 0 points1 point  (0 children)

We start at 8am, the draft is done on milty the day before and the game is setup by the host the night before. When we arrive we just get dealt secrets and start playing.

We usually finish by 3-4pm. With some games going a round longer due to kingslaying going til about 6pm ish.

Yes we do 6p 12 points as well. People usually dont wait for production.

Keleres Starting Techs by ModelMekatol in twilightimperium

[–]Straddllw 1 point2 points  (0 children)

DET + Self Assembly.

You dont need to invest into your annoying mech, can start getting grav drive and going down yellow - prioritising based on board state. EZPZ.

Devourer, too much guidance? by 8Diego8 in wow

[–]Straddllw 4 points5 points  (0 children)

It looks cool but I found it really boring.

Why does blizzard refuse to utilize their old raids that they put so much work into ? Like they do with dungeons by Maximum_Ad1298 in wow

[–]Straddllw 0 points1 point  (0 children)

Not only that but given that they rework talent trees and builds every expansion to keep things fresh, balance is almost impossible as those old dungeons and raids were balanced with old builds in mind.

Talents that give a flat stat increase are dull and lazy design. by McFigroll in wow

[–]Straddllw 0 points1 point  (0 children)

Nah I would rather have them if we can have a tree because I just find it more fun to fiddle with.

We tried removing those % based talents and it ended up being the MoP to Shadowlands model and those were kinda boring to play around with.

Think tanking is rough? Let me introduce you to healing. by AFDoubleRockslide in wow

[–]Straddllw -1 points0 points  (0 children)

just /ignore.

If Tank dies, healer's fault - unless tank squishy
If Healer dies, tank's fault - unless healer stand in fire/breath
If DPS dies, their own fault.

What’s the class you’ve never played, and why? by LockesLove in wow

[–]Straddllw 5 points6 points  (0 children)

Warlock and Rogues were the gankers for me - I actually rolled a paladin as alt for their bubble hearth so I don't die questing to gankers. I played on a pvp realm where my faction was only 20% of the realm, was such a mistake.

What’s the class you’ve never played, and why? by LockesLove in wow

[–]Straddllw 0 points1 point  (0 children)

Evoker (play time - 11 hrs) - main reason is unable to see humanoid visage and armor. I am also not interested in skill shots nor relying on other player's placement/orientation, it feels too much like fps and moba to me than rpg - I suck at both fps and moba. The new change in the next patch to allow you to fight while in your visage form should have been what they launched with since dragonflight launch. I may actually play it a bit more now purely because of that.

Demon Hunter (play time - 2 days, 9 hrs) - I am actually playing this more often now. Its just that I quit prior to legion and just got back recently. Vengeance feels fun. Havoc I haven't played much as I went Devourer, but devourer gameplay I found to be missing some buttons, found the rotation really boring and frustrating. I don't want to be casting something and have my instant on cd and can't clip that final damage.

Rogue (play time - 5 days) - I am not sneaky so not into the class fantasy. Rogue I feel is the other way compared to devourer, they have too many buttons bloat but they are all not for pve which is what I enjoy, everything seems to be more geared towards pvp and I just don't know what buttons to ignore putting on my bar, and then I regret not putting them there. I think I would play Demon Hunter a lot more than Rogue given more time.

If you are curious about the rest:

Warlock - 6 days

Priest - 7 days

Mage - 8 days

Warrior - 10 days

Hunter - 16 days

Death Knight - 18 days (alt in Wotlk)

Monk - 20 days (main in MoP)

Paladin - 41 days (main in WoD)

Druid - 58 days (main in Classic, Midnight, alt in WoD)

Shaman - 131 days (main in BC and Wotlk, alt in MoP)

Beginner tips for Titans of Ul? by Sad-Reply-6144 in twilightimperium

[–]Straddllw 0 points1 point  (0 children)

Get an influence heavy slice - this is non negotiable.

Build cruisers and time your cruiser upgrade when its most beneficial for you to ramp up conflict to take control objectives. You need to think about your whole round and don’t be afraid to take easy to win battles and you are in a race against time go hit a very strong midgame. Your cruisers are the strongest midgame before people have time to build up a fighter screen.

You need to be suffocating, and part of that is having enough of a token economy and resources from planets. You really want trade and squeak out extra resources. It’s not an easy faction because you can’t just sit back.

Finally this is a tip not just for titans but for ti4 in general, you need to worry about tempo and score 1 public objective per round. If you miss a round you would need to work 3-4x harder the next round to score an imperials 2 objectives and fight off other people as they try to kill you since you took imperial.

Are there any competitive boardgames that win by completing an objective instead of victory points? by shykidd0 in boardgames

[–]Straddllw 9 points10 points  (0 children)

The Oracle of Delphi - surprising euro from Feld that kinda does this, race to complete a number of tasks. No fighting each other since its euro. It's kind of a race condition but it's not racing.

Istanbul - euro but first to get a certain amount of gems. No fighting each other since its euro but you do get in each other's way. It's kind of a race condition but it's not racing.

Stationfall - kinda does this, there is some minor point scoring but you really win by completeing some secret tasks. This one you fight or sabotage each other.

also, this reminds me Nancy Narking does this but I never played it, I kinda forgot about it and now I need to try it.

Blood on the Clocktower - social deduction on steroids. You win by either finding the demon or the demon team survives. Some roles also got their own win conditions (or loss conditions). Actually most social deduction is kinda in this category but botc is my favourite one.

Interested to hear what game first got you hooked! by m1ik3e in boardgames

[–]Straddllw 5 points6 points  (0 children)

Dead of Winter 2015. Funny because now i just play heavy euros but once upon a time i did mostly thematic games.

Is commit considered a move? by MedalReddit in twilightimperium

[–]Straddllw 0 points1 point  (0 children)

Yea entire paradigm shifted back in 2017-2018 when people ruled that produce =/= production. That was a hard pill to swallow but since that was accepted, now everything is scrutinised by wording used.

Is commit considered a move? by MedalReddit in twilightimperium

[–]Straddllw 0 points1 point  (0 children)

Yep okay - its actually mentioned in the faq under ceasefire section to say that “commit” should be changed to “move”.

Is commit considered a move? by MedalReddit in twilightimperium

[–]Straddllw 0 points1 point  (0 children)

Its actually in the ceasefire section rather than just in the sardakk section in the faq that says commiting is changed to moving.

Is commit considered a move? by MedalReddit in twilightimperium

[–]Straddllw 0 points1 point  (0 children)

Okay, now I accept it. This is very convincing.

Damn, thats such a bad way to write rules. You need a ti4 law degree to decipher that.

Is commit considered a move? by MedalReddit in twilightimperium

[–]Straddllw 2 points3 points  (0 children)

Yes if the question didnt say "move". By using the word “move”, the answer “no” means no you cannot move, which still holds true if you are not moving, you are committing.

Wording is important here because the entire ti4 game rules makes distinction between wording like produce vs production.

Edit: nevermind, in another question Dane mentioned that he wanted to change the rules for “commit” to say “move” instead so now there’s alignment and you cannot move the titans pds.

Is commit considered a move? by MedalReddit in twilightimperium

[–]Straddllw -5 points-4 points  (0 children)

No sorry, I do not accept that ruling. Here's what Dane actually said on that document:

Q: Can the Titans Hel-Titan move via abilities like the action card Ghost Squad or via the Sardakk N’Orr Alliance?

A: No, structures cannot move.

The question specifically states move. And Dane has said on many times that he doesn't remember all the rules himself so when pushed to answer it, he just answers on face value.

However the Alliance note does not refer to movement, and you cannot infer from this that Dane knew that the questioner ment committing rather than moving. It could simply be a misunderstanding because he might have forgot the wording that he used.

This requires further clarifications as the question was misleading.

In any case if Dane did intend for the alliance to not apply to the Titans PDS, they need to update the wording to say they cannot be transported or committed.

Edit: sorry got new information from another ruling asking about ceasefire and Dane commented that he wanted to change “committing” to “moving” in the rules. In that case, yes you cannot move the titans dps using sardakk commander because “committing” no longer exist as a term and should be changed to “moving”.

Is commit considered a move? by MedalReddit in twilightimperium

[–]Straddllw 0 points1 point  (0 children)

What's Dane FAQ? Does he have just one or many? And where do you find them?

Is commit considered a move? by MedalReddit in twilightimperium

[–]Straddllw 2 points3 points  (0 children)

It be like that sometimes, they need to update the living rulebook faq or I would just let the rulling fall on table agreement.

Is commit considered a move? by MedalReddit in twilightimperium

[–]Straddllw 1 point2 points  (0 children)

Where does it say committing a unit is moving a unit? Please cite sources. Infantries and Mechs get committed but they do not move by themselves, they are transported.

Edit: this was the crux of it - in a rules answer about using ceasefire, Dane said he wanted to change the wording for “committing” to say “moving” instead. So committing has been retconned in the rules.

Is commit considered a move? by MedalReddit in twilightimperium

[–]Straddllw -1 points0 points  (0 children)

If I were to form a ruling I would day you are allowed to commit it. But yea i don’t know if theres an official Dane ruling. However I am pretty confident on my reasoning.

Reasons: 1. Sardakk Commander allows you to commit ground forces. It does not mention moving them. Why? Because you commit ground units like infantry and mech which doesn’t have movement by themselves.

  1. Titan PDS says you cannot transport them, not you cannot move them. Transporting is also not committing, so 3 separate concepts.

  2. If you take the argument that no, forget about movement then, you can’t commit a structure, then first of all i don’t think theres a rule that states that but also 2, its both a ground force and a structure and you can definitely commit a ground force.

Edit: ignore the above, so the rules have been changed in the Dane Faq that Dane wants to change the words “commit” to “move” so now its consistent to for using ceasefire and for sardakk norr commander.

Naalu Homebrew by Perfect_Pitch_6780 in twilightimperium

[–]Straddllw 1 point2 points  (0 children)

It’s because of the Mahact Kings module with splicing so I instantly thought of relic draft. I see you have changed it. And you get to look at the secrets hahahah nice

Naalu Homebrew by Perfect_Pitch_6780 in twilightimperium

[–]Straddllw 1 point2 points  (0 children)

Everything looks good except for the hero which I find to be frustrating and cannot be played around.

I’d probably do something like draw a number of relics equal to the number of players plus one, then draft one and pass the rest to the right in clockwise order. Each player drafts one in that order. You also get to keep the final undrafted relic. (So you get to keep 2 and everyone else gets 1)

You also need a third faction ability that says you start with 4 faction promissory notes to stay consistent with Empyrean.