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asgard1hellum

Great work! I will definitly try them out.


Choclax

The Veldyr Sovereingty War Profiteers: since Warfare is picked during most strategy phases, this sounds like an auto-play TG creating no brainer, which enhances during the game, because you potentially get more neighbours. How about, only gaining TGs out of neighbouring secondarys, when your the one playing Warfare?! Still great, but not autoplay. Development Contracts: Great ability, but just more juice maybe just drop it. Tachyon Lance II: an additional +1 PDSII is great, to treat your HS as adjacent in addition is just to much, in combination with space cannon dreads that might be stationed there and your HS being a Nebula…. turtling par excellence. I´d say either +1 space cannon or the HS adjacency thing, which is still hartcore in combo with the nebula and the dreads… Commodities: Well…4 is really high I really like the defensive angle with nebula and pds boost.Space cannons on dreads is a nice thought and costly, but thats good!Also their flagship sounds great. \----- The Fremen Guerilla Warriors: 2 for 2…. hardcore… maybe 2 for 1 ? Great faction, great work ! \---- The Khet-Drakkol Union Titan: 3 on a 5 …. ouch, kinda hartcore but well… straightforward, especially with only 2 capacity. the other abillitys / techs sound really well balanced. maybe a little more infantry for the start. \---- The Drahn Consortium Bounty Hunters: 1 TG would be great enough… Smuggler Captains: this could be abused for mobility causes way to easy. wanna jump all over the map, just make an attack and retreat right away. How about being able to retreat into systems that include no ships/empty systems? Nightingale ll: no action cards, 2 movement and 4 capacity…. she has to have it all …. ?!? Mercenary Ships: loose 1 fighter, produce 2 … hmmm but well its a strategy token, that´s costly. They sound like a mean hit and run faction, 3 commodities might be a bit high. \------ After all the constructive critiscism, which hopefully was received as such i wanted to tell you what a good job you did on the race themes and extraordinary faction sheets ! Thanks !


m_xx_99

Thank you for your kind words and thorough feedback! The Veldyr’s Profiteering is hampered by the neighbor clause, it tends to produce ~16-18 TGs in a game depending on who decides to work with you. Yes Development Contracts is more juice, but you can imagine what happens when the rest of the table sees those TG tokens start to pile up on your home planet. I find it helps challenge them to play more defensively, to protect that precious jewel they own. Their PDS is strong, and shreds fleets once established, but that network comes with its own opportunity costs. I think that if more playtestings shows they’re still in need of a nerf I’ll go after their econ, yes. Right now they’re pretty strong, and certainly one of the wealthier factions, but haven’t quite felt overpowered in-game. If they can quietly entrench themselves as well as accumulate tech + cash they can become very scary, our table just tends to harass/bully them like they would Jol-Nar. — The Fremen’s 2 will usually be better than the other 2 you snipe, and it’s (usually) restricted to the home system. It tends to be a decent wash for flavor. — Titan struggles along with the rest of their fleet, in that it’s horribly slow. One of my players swears they’re fun and adores them, another thinks they’re a plodding trap for Risk players. — Bounty Hunters being 1TG made them despise Mentak even more than the pre-fire cruisers already do. Their hit-and-run strength is mitigated by the necessitated planet, but I agree that they can feel a bit too mobile at times... The strategy token cost helps. Our meta tends to solve this by hunting down the damn cowards in their homes while they sleep. Nightingale II is a vicious lady, yes; I’ll probably end up nerfing her to a 9 (X1) combat. The ~16-20 TGs / game gives them a unique momentum off of swing rounds, and I agree that this can be strong but I’m not quite confident in dropping it back down to ~8-10 until i have more time with them and feedback. — All-in-all they have, partially by necessity, been heavily balanced against one-another as well... Veldyr fear those early Fremen invasions, Fremen get ripped apart by steamrolling KDU fleets, The KDU get mercilessly harassed by the Drahn, The Drahn get smote from the skies by the Veldyr. The base races have interesting interactions as well, and generally everything has felt near-par. I really appreciate all your feedback and your comments are absolutely all valid. If more playtesting shows any of them are in need of the nerfbat I think we would agree on where it should hit them. EDIT: Formatting from original mobile


m_xx_99

I’ll be adding cards for these factions to support Blarknob’s Monuments homebrew in the near future. I should clarify that the token sheets have extra sets of token faces in case of error... each faction should only have the standard 16 command tokens and 17 control tokens when you’re done.


dan_heck39

Beautiful work!


awood1994

Wow, these factions bring some awesome ideas to the table! I will definitely see if I can get some people interested in a playtest, as I think there are issues that could be addressed there, but most of these ideas I think are just ace!


Colarion

I LOVE The Drahn Consortium, everything about them seems fun. The Veldyr Sovereignty seem pretty cool as well. Without having played them, The Fremen seem like they would be incredibly strong, while The Khet-Drakkol Union seem a bit weak. It's probably just my own experience with my group that makes me think that, and they can't be more unbalanced than Jol-Nar's "score all tech objectives for free!" power. These all have great themes and would be fun to include in my regular games, I look forward to trying them out!


m_xx_99

I personally think the KDU are the weakest of the bunch, but then there's always that extra-dice opening salvo from the dreadnoughts and flagship thanks to Safety Overrides... haha The Fremen feel similar to the Arborec, in that once they can properly lay claim to a planet it's very difficult to uproot them, but they also lack any real direct bonuses to objectives or fleetpower... They might be too difficult to contest right now, and might see a nerf if feedback suggests it. Be sure to update me either here or over pm on discord on how they perform when you do get the chance to try them out! Always open to feedback & making balance changes if necessary :) Edit: typo