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Galdred said:
I'd be happy with just a replacement set of cards, rebalancing some things, and ways for Nurgle and Khorne to be less one dimensionnal (ie only having access to 1 winning condition).
Khorne can certainly reach both winning conditions. I have a feeling that boldly using Nurgle's Greater Demon upgrade, Nurgle might have a shot for dial victory too, but I would try that only if you have almost all of your cultists still on board after 1st or 2nd round and you manage to pull 2 advances.
I think the best idea for expansion so far has been the historical theme's. It wont change the balance in the game so much.
One ninja is a lethal opponent, ten ninjas just a hindrance.
- Favorite top 1 WFRPG 2nd ed. -
ymrar said:
Galdred said:
I'd be happy with just a replacement set of cards, rebalancing some things, and ways for Nurgle and Khorne to be less one dimensionnal (ie only having access to 1 winning condition).
Khorne can certainly reach both winning conditions. I have a feeling that boldly using Nurgle's Greater Demon upgrade, Nurgle might have a shot for dial victory too, but I would try that only if you have almost all of your cultists still on board after 1st or 2nd round and you manage to pull 2 advances.
I think the best idea for expansion so far has been the historical theme's. It wont change the balance in the game so much.
Stars have to align for a Khorne VP win, but a Nurgle dial win is only possible in theory. If (a big IF) Nurgle managed to win via dial I'd say the other players really screwed up or did not know what they were doing. Most of our games ends around 5 turns, and for Nurgle to win in that time, he'd have to get bonus dials every turn, which means the others players weren't keeping in check.
We had a game where we purposely cut Nurgle a little slack to get a shot at dial win. But because regions got ruined and the dial itself gave Nurgle points, he still had mid-40s points when the game ended, and were still a ways from the dial win.
I'm fine with Nurgle's single path to victory. A win is a win and I don't like to compromise that by trying to win the hardest way possible. The other gods have plenty of power to stop you even if you were going the easier route.
This game lacks spontaneous replayability. Whenever we finish a game, everyone wants to play something else. Its a fun game, but its a once a night type of thing for my group. So if anything in any expansions to ever be released could perhaps make games a little more...random and different then each other game, would be cool. Like Starcraft the board games leadership cards, gave us much variety and brought that game out of the closet much more often.
I'm against new gods and units. They would pretty much require an entire new game, new map, new power sheets, new chaos cards, new rules, etc.. Adding just a few new things can make the game explosively better. I'd say new old world cards, new tokens, new rules and effects for existing tokens, possibly a few new chaos cards, possibly a few new upgrades that alternate options of existing upgrades. Maybe a few things that effect defending or attacking. Just nothing that would pretty much require a complete replacement package.
I'd like to see an expansion that adds a 5th player: Heroes. Which get to move around the board and give the Old World a chance to win.
It was just a thought.
Without signature
I'd like to see more emphasis on the Skaven. They are barely mentioned in the game, and I'm sure they would be a vital element to Chaos' eventual destuction of the Old World. I realise that the Horned One isn't going to be a player, of course, but a few more cards relating to the Ratmen would be good.
Without signature
I would love to see an expansion allow an additional player to take control of the old world forces. Right now the game's most limiting factor is the very narrow range of supported players.
Whitmire said:
Well to me the game seems to be in excellent balance, so I wouldn't go balancing it... at least not yet.
The best expansion idea so far would be the addition of Old World Decks depending on the historical era the game takes place in (Siege of Praag, Rise of Sigmar, etc.). That wouldn't upset the game too much but would give players options to play different kinds of games.
I am totally against the addition of new gods. There is no place for Gork, Mork or Bork for that matter in this game.
+1
Thematics Old World decks would be the way to go. It could still be fancy, adding new Old World units instead of the boring Event counters, with a few specific tweaks; for instance a "Greenskin invasion" deck with Goblins,Orcs & Trolls miniatures, each with a specific effect, or a "Crusade" deck with great looking knights & witchhunters minis instead of the also boring Hero tokens.
It would be cool and look cool, just like the way FFG likes it ;)
Perfidius
I'd love to see not so much an expansion as a sequel along the same lines...
Set it in the 40K Universe's Imperium of Man and call it 'Chaos In The Dark Millenium'. Same 4 Gods, brand new territories and races to slaughter and corrupt!
L-
Men of broader intellect know that there is no sharp distinction betwixt the real and the unreal...
H.P. Lovecraft
"The Tomb"
I'd like to see some different upgrades. Not new units, just something like a different path your cultists could take.
Keggy said:
I'd like to see some different upgrades. Not new units, just something like a different path your cultists could take.
This is a interesting idea. But still they could be new nations/forces to control like Skaven or Vampire Counts.
For me this is not just a good stand alone game but a great one for the players to get a better feel of the Old World. Besides a great title fog all WFRP GM's. Wuth this title You can have a better view of the Old World.
Without Signature
I think the best thing for this game would be a card expansion of a new set of alternate upgrades for the deities, new chaos cards, or alternate chaos decks, and new old world cards. Without new figures or a new board it would be very affordable and adding a fifth player could disrupt the excellent balance between the four players that makes this game so excellent. Some ideas for new upgrades cards that I've thought of could be, an upgrade for horrors that allow them to attack adjacent regions, and upgrade for daemonettes or the keeper of secrets that forces enemy figures to attack them before others, an upgrade that allows Khorne that allows him to place corruption tokens for every X kills in a region, an upgrade card for tzeentch that advances his dial one click, maybe even one that adds extra domination points for kills, letting units be placed in any region. The possibilities are pretty endless the big issue would just be a long period of play testing to make sure it's still balanced. Although if they did pull off an expansion with a fifth army, I'm all for a vampire or tomb kings invasion =)
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