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Hex Sinister wrote: I'm thinking a good strategy is to save two nades for the emergence holes in the last room. We had a good rhythm going up til there at least, heh. Not getting slammed by that bitch in the doorway might also help
Absolutely! I did my best to seal off emergence holes as I ran through the level, but as one COG I ran out of nades towards the end, and with the Berserker playing tag with me, I wasn't able to lob one off in the last room. I was so close to killing her, I needed one more wound, but she's got thick skin!
I'll be replaying this again this week for sure.
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Gary Sax wrote:
1) The rules for crossing a river (which is more expensive) are unintuitive and don't fit with reality that people have in their heads. I explained precisely what the rules are but people just couldn't get over it.
I... what? They didn't understand that crossing a river would cost more money than crossing open land? This seems really easy to deal with.
My biggest problem with RotW is that the board is just so goddamn big, even after they took the score track off. I'd love to have the western US map and set it up with the Eastern map but even at the FLGS that'd be a tall order.
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- Legomancer
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- Dave Lartigue
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Then three of us played...ready for this one? Illuminati, which I was suddenly jonesing to play and threw into the crate at the last minute. More on that in another thread.
After that we killed a little more time with two games of Sushi Go!. I really want to get a copy of that one. It's a great little game.
Then three of us launched into Core Worlds with the Galactic Orders expansion. GO adds some decent stuff without adding to length or complexity, so there isn't much reason to not play with it. I'm not so sure about the upcoming expansion, which adds a whole nother deck to each player's already too-large required play area. That I think is CW's toughest sell point: even for three players it's a huge table hog. I'm also starting to wonder if this Star Realms game everyone's hot on will be a better substitute. Or even RFTG?
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- hotseatgames
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Things started out well for me, and I managed to kill 5 of his units, including a warjack. But on turn 3 he managed to get a warjack in a good position and killed my warcaster, ending the game. I'm told turn 3 or 4 is generally when a 25 point game ends anyway.
I think the game is cool, but there is a lot of down time and bookkeeping involved. The learning curve is also quite steep. I think this would be akin to learning Descent first edition with all expansions, from the start. Still, knowing when and how to execute the perfect turn is a pretty enticing feature of this game.
I imagine at one point or another I'll end up with an army.
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hotseatgames wrote: While not a boardgame, I did get to play a game of Warmachine this weekend with my friends' figures. I was Khador and my experienced friend was Menoth. I had another experienced friend as my "adviser".
Things started out well for me, and I managed to kill 5 of his units, including a warjack. But on turn 3 he managed to get a warjack in a good position and killed my warcaster, ending the game. I'm told turn 3 or 4 is generally when a 25 point game ends anyway.
I think the game is cool, but there is a lot of down time and bookkeeping involved. The learning curve is also quite steep. I think this would be akin to learning Descent first edition with all expansions, from the start. Still, knowing when and how to execute the perfect turn is a pretty enticing feature of this game.
I imagine at one point or another I'll end up with an army.
If you can wait until the end of the month, I have a starter box for Cryx (I think?) from some years back that was bequeathed to me that I can give up for cheap. I also have the Troll (I think?) starter from Hordes that I can pair with it.
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- hotseatgames
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- Michael Barnes
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Also knocked out a game of Paths of Glory where my Allied Powers clung on for dear life in the West for the first few turns before some CP misplays allowed me to demolish Metz and scurry into his rearguard, putting several armies OOS.
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- Black Barney
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Stonecutter wrote:
Gary Sax wrote:
1) The rules for crossing a river (which is more expensive) are unintuitive and don't fit with reality that people have in their heads. I explained precisely what the rules are but people just couldn't get over it.
I... what? They didn't understand that crossing a river would cost more money than crossing open land? This seems really easy to deal with.
.
nah, the rules for crossing rivers is really weird in Railroad Tycoon. It's tough to get a handle on.
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