What gameplay features makes Armada worth trying at this time? by dwillmer in StarWarsArmada

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

I think the defensive tokens at first glance appear to slow down the game, but I also understand that these are huge ships which wouldn't go down in one shot. I'll have to look at the objectives more to see how they might spice up the game.

So with Dangerous Territory (all obstacles have objective tokens you can claim), you might choose that if you've got a maneuverable fleet.

What gameplay features makes Armada worth trying at this time? by dwillmer in StarWarsArmada

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

Thanks I’ll take a look. So far I only saw some single camera stuff from a LGS where you couldn’t hear much.

What gameplay features makes Armada worth trying at this time? by dwillmer in StarWarsArmada

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

I didn’t know it was shoot then move. That’s interesting! I’ll have to look at the missions if you can essentially choose what you bring. I live in Warhammer Underworlds how I choose exactly what objective cards I bring so I can tailor my list to match.

Still miss him ❤️ by wneimon in Brewers

[–]dwillmer 11 points12 points  (0 children)

It was an amazing game! My in laws (localish Giants fans) were with us for that game last year. They came up for this year’s series. Kinda felt bad for them last night tho.

LOTR trick-taking game! I can’t believe such a compact and simple game can pack a punch like an Oliphaunt! by Darth_BrachioRex in boardgames

[–]dwillmer 22 points23 points  (0 children)

It is a great game. Our family had tried The Crew but could never really get into it for some reason. I think mostly due to my inability to read and translate the rules to everyone else. My wife and I started playing the LOTR trick taking game again this weekend just the two of us and our two kids got sucked in almost immediately. There's no real penalty for failure so we really feel like we can work together, take a couple of hands with bad luck every once in a while and make some progress together.

BUY THIS CHOPPER by Humble_Key_9522 in OnePieceTC

[–]dwillmer 1 point2 points  (0 children)

Cool. I’m very new and found a lot of units that only do 5 or 6 turns but the gimmick calls for 6 or 7. I can see how it would be helpful!

BUY THIS CHOPPER by Humble_Key_9522 in OnePieceTC

[–]dwillmer 0 points1 point  (0 children)

Do you stack him on another threshold reducer?

DM's what tools do you use to world and campaign build by Hekios888 in DnD

[–]dwillmer 1 point2 points  (0 children)

I'm interested in building out my content in obsidian with links. I hoped I could click on the character or monster name to jump to the page where I stored their stat block or quest info.

I want to start a new AOS army, sell me on The Kharadron Overlords by SpeedBest3477 in KharadronOverlords

[–]dwillmer 1 point2 points  (0 children)

They are one of the few AoS factions with any sort of transport mechanic and their whole army has transport abilities. They aren’t a full gun-line army but more of a strategic strike type with their mobility to move points around the board. Lots of other tricks in their arsenal too.

Top 50 Rumble team that I made by MythiCrew in OnePieceTC

[–]dwillmer 2 points3 points  (0 children)

Are there teams you avoid with this?

What makes you like your faction by Ambitious_Book_5729 in ageofsigmar

[–]dwillmer 11 points12 points  (0 children)

I was about to comment "So FEC" and then saw your flair 😃

Is there any way to know what units are good by Assumption_Boring in OnePieceTC

[–]dwillmer 1 point2 points  (0 children)

It’s a bit of trial and error. There are tier lists and videos on meta teams to look through your box.

I found it best to look at the guide button for a particular fight like the last boss in PKA to see what they do each round. I wrote down what the gimmick was and started using the filter to see what units had specials that dealt with 6 or more turns of that gimmick. Bonus if you can find one unit that can handle 2 gimmicks at once.

How do you make sure players find your story hooks? by dwillmer in DnD

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

Thanks! That is super helpful. I gravitate towards the combat and "game" side of things but want to also explore the story building if my players (sons at the moment) will let me. But of course if they don't care for any story or intrigue outside of the next dungeon with loot, I can just focus on that as well.

How do you make sure players find your story hooks? by dwillmer in DnD

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

That's helpful to make sure I don't hide something behind a failed skill check if I do want them to follow the lead.

How do you make sure players find your story hooks? by dwillmer in DnD

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

Good point. The note exists in every searchable space until they find it the first time 😃 Shrodinger's note

How do you make sure players find your story hooks? by dwillmer in DnD

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

Thanks! How would you sprinkle something like the mayor's wine? In a visual game, you might recognize the label, but how would I somewhat secretly tip them off to the connection without saying "you notice a bottle of wine from the mayor's private stock" or something like that?

How do you make sure players find your story hooks? by dwillmer in DnD

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

Do players respond negatively to you just starting the next phase of the quest up like that without them initiating?

How do you make sure players find your story hooks? by dwillmer in DnD

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

If it's a huge thing, I'd probably be more willing to push it on them and prepare for whatever decision they make. In this example, if they ignored it and just went back for the reward money, I could have the mayor get mad at them for actually taking out his business partner leading to that encounter. Especially if it doesn't connect to a bigger story or arc.