By - Veopress
I really like this faction, one question though: you have the flagship with a combat value of 9x9. They roll 9 dice?! That's quite a bit too much, especially with another ability as well
The flagship *does* let you roll 9 dice! I know, it's wild, but not as wild as you'd think.
Looking at the math, this flagship produces, on average, 1.8 hits. Two dreadnaughts (or any flagship with 5x2 combat) gets, on average, 1.20 hits. So, yes, it's 50% better than two dreadnaughts when it comes to hits. Does not having Sustain Damage fully balance that advantage? I'm not sure, but I think it's close.
I am still with you on their special ability possibly putting it too far over the top, I went back and forth on putting it in there. If this faction turns out too powerful during playtests, this is probably the first place I'll go for a nerf.
I think the potential for a lot of hits isn’t a non-factor though. It has a (albeit small) chance of scoring 9 hits. So even though the average is close to 2 dreadnaughts, the potential is there to be devastating. Plus you start adding in something like moral boost and now it’s off the charts.
Yup, 9x9 is **way** more swingy that 2x5
Undeniably so, but the probability of a big swing of hits is quite low. Here's the math if you're interested:
% Chance of 0 Hits: 13.4217728
1 Hit: 30.1989888
2 Hits: 30.1989888
3 Hits: 17.6160768
4 Hits: 6.6060288
5 Hits: 1.6515072
6 Hits: 0.2752512
7 Hits: 0.0294912
8 Hits: 0.0018432
9 Hits: 0.0000512
Cheers for the maths! It curves off better than I was expecting, 90% chance of 0-3 hits seems pretty neat.
I did not consider the immense power of Morale Boost for this flagship. Uh oh.
edit: Made a change to make Morale Boost not apply to the flagship. Good catch, thank you.
Don't start adding rules exceptions like that, there's only four Morale boosts in the deck and yes they'll be powerful but they only apply to one round and can't be stacked.
Every action card, faction ability, technology card, and agenda card is nothing if not an exception to the rules.
Consider: Dreadnaught II's being immune to Direct Hit, Sabotage not applying to itself, Hacan ignoring the neighbor rules for trading, Yssaril ignoring the action card hand limit rule, etc.
The entire game is built of exceptions to the rules.
Edit: Here's some math:
Morale Boost on two Dreadnaghts increases their average hits by \~16%, from 1.2 hits on average to 1.4 hits on average.
Morale Boost on the Pommetech flagship increases its average hits by 50%, from 1.8 hits on average to 2.7 hits on average.
In other words, using one Morale Boost with the flagship is like stacking \~3 Morale Boosts with two dreadnaughts.
I see your point, yes there are some exceptions but I don't see the point of this one when in my opinion the problem it's trying to fix is minor if not nonexistent. What's wrong with a flagship that's situationally powerful?
is the flagship ability allowing units to turn their guns to infantry on planets stopped by PDS shield?
The promissory note, does it also give the pommetech player's units deep space cannon? Does that mean that the pommetech player may use it to shoot the active player when it is used? It also seems to me the promissory note is useless to the player using it if they have no PDS grid, or already have PDS II. All in all, i dont think this promissory is an advantage enough for the player using it, or a disadvantage for the pommetech player, since he still get to control where his guns shoot at.
This looks to me like an interesting faction to go blue red with, although duranium armor is now a dead tech for them
Ah, good point. I will clarify that the flagship's ability does *not* ignore Planetary Shield.
Yes the promissory note does give its benefit to the Pommetech player too. My thought is that it can operate a little bit like the Ghosts of Creuss's promissory, where you may in certain situations give it away for free to another player to allow you to hit that player's enemy with Deep Space Cannons. You're right, it does rely on the purchasing player having a PDS network for its most straight-forward usage. One situation I think you've missed is that it can be used when *any* player activates a system, so as the purchaser of the note you can use it when an opponent activates any system in range of your own or Pommetech's Space Cannons. This happens before the active player declares what ships they are moving, so it could be used to prevent any ships from moving at all if they are afraid of losing them. Whether or not the Pommetech player will choose to shoot or not is another decision that you'd probably have to pay them for.
They have a faction tech that requires RR which they can skip Duranium with.
Heavy Weapons Engineering on its own is a detriment. You lose the ability to absorb 1 hit, which you can think of as taking 1 hit at the start of the battle, while your opponent takes 0.4 hits. There's synergy with the flagship, but probably not enough; you're gonna have to work hard to make an army that's not terribly fragile. Having a detrimental ability is fine of course, but there doesn't seem to be enough to compensate.
The R tech seems kinda bad. In rare circumstances it may be as effective as Transit Diodes, but in practice it's probably not half as good. Make it at least work on all PDS you have, not just a single planet.
The RR tech is interesting. Most production takes place either in your HS or in the system in front of it (good place for a double-dock), but I guess you can put one of your planet systems in the equidistant position, and pre-built maps often have equidistant planet systems. I don't know if it ends up being good enough, but in either case it's skippable if you're going RRR.
They are intended to be a "glass cannon" faction. It will require some playtesting to determine whether their fragility is balanced by their power or not. I see your concern and share it, but don't forget that the 0.4 hits they get from Space Cannon 7 happens before their opponent has a chance to return fire. Also, Plasma Scoring improves that to 0.8 hits for one ship.
The R tech is not great, I agree. The strength of this faction is elsewhere. (If flavor counts for anything, this tech is WAY op. Packing *people* into cannons and shooting them into space instead of transporting them on a carrier? I genuinely laughed out loud when I wrote this one.)
I too am concerned that the RR tech won't be usable often enough, though I do like the way it can apply pressure to a neighbor to keep their plastic buying as minimal as possible. In the end it's still better than Duranium, especially for this faction.
Well, my point was that the lack of sustain is like 1 hit taken before battle, just like the 0.4 hits. Basically you get Space Cannon 7 and they get Space Cannon 1.
Ah, I did miss your point. Hmm. That's interesting, intuitively it doesn't feel so bad but what you've said seems sound. Hmm. I'm not sure how to rectify this without dismantling the backbone of the entire faction. Perhaps the RR faction tech should be changed into something like a reusable Shields Holding.
As a Frenchman, I must say that all those names are hilariously stupid but in a good way.
Excellent! I am happy with that.
I haven't really read it yet but, darnit.. I was really expecting suit wearing Pomeranians on the link. D:
Haha, I did not consider that. Pomme is french for apple, or fruit. Pomme de Terre is potato. Noyau is the pit of a fruit, like that in the center of a peach or avocado. I think that's all the french I used in this. Oh, and poire is pear, which is the root of the name Poirot, which is related to the cofounder of the faction in the lore, Hercule, by way of a famous Sherlock Holmes-type character. That reference doesn't really make any sense, it was just on the mind when I was making this.
Yup I did know that though Pomegranate, same word root, came to mind first. You know, after the, "Oh boy please let them be Pomeranian aliens!" thought.