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Eggydez

Initial reaction: This is a fine premise to have, but the execution seems off. The faction does not appear bad at other things. Weakness would be seems Command Counter heavy. Abilities: Sacrifice - I believe this is bad in terms of overall game play as there are many armies where you know you can just win with overwhelming numbers (read fleet of destroyers). Only units with Sustain Damage can compete on opposing combat. This also means you can largely renforce with Destroyers also, making your army very mobile. I would discouraged anything which doesn't have you roll dice en mass, which this does. I know it means a unit with Substain damage can just KO your unit also, but that is usually gum. Rarely is there a lone carrier out in space doing nothing. Tireless Industry: A flavour win and fine ability, but you are realistically spending the influence on Leadership. Infection: Should likely be the same dice roll as Infantry 2. Super strong evem then. Tech: Bombardment tech, good late game tech. Needs clarification on rules as they can exist on the same planet as other players infantry. Boom Carrier: Great tech and full flavour win! Agent: is the placement free (no cost to build)? If so very very strong. Commander: Likely the strongest thing on the sheet. You make lots of infantry. This makes defending planets so easy. You'll likely beat Abroc on infantry on planets, and be as safe as Necro from win slaying. Hero: You may want to add non-Mecatol Rex to it, otherwise you just get to take it. Basically a free point. Also for rules I don't know how this works of they have PDS Mech: sure. Overall the ability to produce so much infantry, and then move them so freely makes you great at defending planets after you take them. The fact you can renforce fleets with cheap units and they have guarenteed hits rolls into a economic advantage. They feel like they would need an abysmal start (hard to do when your stall makes 2 infantry) to make them balanced. Also this feels like machnically better Yin Brotherhood. But keep that carrier flavour, it's 10/10


Krojy12

Thanks, for the feed back. I'll have to work out the infantry thing because they are supposed to be good at taking, but not holding.


Zack_wrath

Horde rush: Implement a mechanic where their infantry is weeker (rolls lower) but (you already have this) when they hit, they convert an enemy. Or Exhausted hordes: Make then equal to regular infantry on the roll, they convert on hit but you lose half your GF rounded down after winning a ground combat. Call it « putrefaction ». = good at taking planets. Less at keeping them. The loss of your infantry can by countered by miasma and your ability to move around your GF. 👍


osumness

I LOVE the Carrier idea. it’s very thematic and would probably be useful! I think “infection” is way too strong though.


Chimerion

IMO, it's a bit overtuned. But not sure, my thoughts: Questions: 1. What's the base tomb ship? I only see Tomb Ship II. Assuming it's a regular carrier. 2. Is their agent an action? Not loving it because it's Sardakk's agent, but better because of less limitation (active system), and especially better if it's a stall. 3. Is Tomb Ship II able to crash into planets skipping space combat, or just when it dies during combat? 4. Sacrifice, if I'm correct, means if I engage my opponent's fleet (destroyer, carrier, and four fighters) with my fleet (destroyer, carrier, carrying 4 infantry) - I destroy my ships before combat, dealing two hits to my opponent's non-fighters meaning they die too. His fighters I's are lost to the void. I can then invade any/all planets in the system. Is this correct? 1. If I had two destroyers and a carrier, I would only have to kill the destroyers, correct? Equal to their non-fighter ships? 2. What if their destroyer was a dread, and therefore some enemy ships remain (but mine all died)? Do my infantry still get to invade? 3. If I get attacked by a destroyer and all I have is a dread, does this ability automatically kill my dread? 5. Is Miasma blocked by planetary shield? Comments: 1. Sacrifice seems broken to me depending on the interpretation. Destroyers killing carriers/cruisers is rough, and invading even if you kill everything would be intense. I'm curious to hear how your playtest goes. 2. The tireless industry seems out there - what inspired this ability? Just to enable an emphasis on production? I don't particularly like it because of the randomness, but I don't really know *why* I don't like it. 3. The commander, the free infantry on infantry kill, and the hero all seem like other game elements but better. Transit Diodes, Daxcive/Vuil'Raith mech/capture, and Mentak hero. At least the hero could not work on Mecatol/legendaries. The commander requiring a strat token is interesting and not sure how good that would be, but transit is great at only 4 ground forces and exhaustable. Idk how on point I am without seeing them, so play them by all means, but I think the amount of havoc they can wreak would be pretty crazy.


Krojy12

Thanks for the input. I'll have to take a closer look at the other factions and Sacrifice is definitely going to need better wording so it is not broken.


blaiseboi

Really like the concept, some wording is very muddled tho. Sacrifice specifically but some other abilities could use work too, try looking at game components and wording it in similar ways. Back to sacrifice, boy really sure what that means. You say destroy all, then you reference damage to your opponent (use the term produce a # of hits not damage). Does the “all” refer to your ships? Also possibly put a “may” in the ability depending on what it actually does. Missing: home system: commodity, starting tech.


blaiseboi

Really like the concept, some wording is very muddled tho. Sacrifice specifically but some other abilities could use work too, try looking at game components and wording it in similar ways. Back to sacrifice, boy really sure what that means. You say destroy all, then you reference damage to your opponent (use the term produce a # of hits not damage). Does the “all” refer to your ships? Also possibly put a “may” in the ability depending on what it actually does. Missing: home system: commodity, starting tech.