| Register Now | |
| My Points | |
| My Games | |
| Page 3 of 5 (64 messages) | « First page... 1 2 3 4 5 ...Last page » |
Polaria said:
I'd say more teams is something l'd like to see. However, to avoid "power creep", I'd say the new teams would need to replace existing 8 teams. Maybe 8 new teams, each from different Chapters making up a "Deathwatch" expansion?
As for Enemies and Missions I would like to see an alternate Chaos Mission pack with all new chaos-flavored location cards and a deck of Chaos Space Marines instead of Genestealers.
Yeah, I agree with all that you have said.
"Some said the thunder called the lurking fear out of its habitation, while others said the thunder was its voice."
H.P. Lovecraft, The Lurking Fear
Agreed on the Campaign rules, that would be great. Especially with experience, maybe equipment upgrades.
I'd like a larger expansion, perhaps a second standalone box set, with Orks and their Roks. They seem to infest hulks and the star lanes, and having a separate box set would allow for a second rulebook and such.
A collector's tin would also be neat, one that could hold the core game plus expansions and have cases/bags for the different types of cards, and more dice (perhaps one of each team color) for the fanciness).
Without Signature
Uncle Kulikov said:
Agreed on the Campaign rules, that would be great. Especially with experience, maybe equipment upgrades.
I'd like a larger expansion, perhaps a second standalone box set, with Orks and their Roks. They seem to infest hulks and the star lanes, and having a separate box set would allow for a second rulebook and such.
A collector's tin would also be neat, one that could hold the core game plus expansions and have cases/bags for the different types of cards, and more dice (perhaps one of each team color) for the fanciness).
I am almost finished with the THQ Space Marine game and I think that would be a great idea: plus playing that game helped me visualize what some of these areas look like on the Space Hulk because of the underground labs in the video game. Personally, I would like to see too the Chaos Marines and how sometimes the marines can be "turned".
Also, I would like to see a new faction/squad of Space Marines with new ability cards. They come with same colors but different details to show who is space marine "red team" and who is new faction/squad "red team". Still need a team white (and the red marine cards look too much orange already).
Question: are we playing with regular Space Marines or Ultramarines? If not Ultramarines, they could make the new squad that, making the game easier but the cards used acknowledge the power creep, so die hard fans of the preset hard difficulty can still use old teams or a mix between old and new, and friends who hate this game because they haven't won yet can return with stronger guys! ... I hear a distant series of "boos" coming on...
"Some said the thunder called the lurking fear out of its habitation, while others said the thunder was its voice."
H.P. Lovecraft, The Lurking Fear
Tromdial said:
Question: are we playing with regular Space Marines or Ultramarines? If not Ultramarines, they could make the new squad that, making the game easier but the cards used acknowledge the power creep, so die hard fans of the preset hard difficulty can still use old teams or a mix between old and new, and friends who hate this game because they haven't won yet can return with stronger guys! ... I hear a distant series of "boos" coming on...
The marines in this game are from the Blood Angels chapter, they have a more glorious background than the Ultramarines. My problem with the game is when I don't make any mistakes, but I still lose due to dice. Like when there is nothing that could be done differently, and still the game is over. I don't think power creep will be an issue, but I haven't played with the expansions yet so....Ill hold my tongue.
Without Signature
Uncle Kulikov said:
Tromdial said:
Question: are we playing with regular Space Marines or Ultramarines? If not Ultramarines, they could make the new squad that, making the game easier but the cards used acknowledge the power creep, so die hard fans of the preset hard difficulty can still use old teams or a mix between old and new, and friends who hate this game because they haven't won yet can return with stronger guys! ... I hear a distant series of "boos" coming on...
The marines in this game are from the Blood Angels chapter, they have a more glorious background than the Ultramarines. My problem with the game is when I don't make any mistakes, but I still lose due to dice. Like when there is nothing that could be done differently, and still the game is over. I don't think power creep will be an issue, but I haven't played with the expansions yet so....Ill hold my tongue.
Fluffwise the Ultramarines are regular marines. Infact they are the essence of regular marines, a sort of "baseline" against which the less-regular ones are compared...
Anyway, I recently tested the combat teams and the enemy expansions and the only power creep I have noticed is the reverse one considering enemy. The two new combat teams (Chaplain and Cyclone) are, IMO, balanced against the original ones but the enemy expansion (red location cards and adrenal genestealers) is considerably harder than basic set. It is beatable, but, IMO, it is the "hard mode". Tyranids expansion, however, seems to be on the same level with original game. Different, yes, but not harder.
Uncle Kulikov said:
Tromdial said:
Question: are we playing with regular Space Marines or Ultramarines? If not Ultramarines, they could make the new squad that, making the game easier but the cards used acknowledge the power creep, so die hard fans of the preset hard difficulty can still use old teams or a mix between old and new, and friends who hate this game because they haven't won yet can return with stronger guys! ... I hear a distant series of "boos" coming on...
The marines in this game are from the Blood Angels chapter, they have a more glorious background than the Ultramarines. My problem with the game is when I don't make any mistakes, but I still lose due to dice. Like when there is nothing that could be done differently, and still the game is over. I don't think power creep will be an issue, but I haven't played with the expansions yet so....Ill hold my tongue.
Fluffwise the Ultramarines are regular marines. Infact they are the essence of regular marines, a sort of "baseline" against which the less-regular ones are compared...
Anyway, I recently tested the combat teams and the enemy expansions and the only power creep I have noticed is the reverse one considering enemy. The two new combat teams (Chaplain and Cyclone) are, IMO, balanced against the original ones but the enemy expansion (red location cards and adrenal genestealers) is considerably harder than basic set. It is beatable, but, IMO, it is the "hard mode". Tyranids expansion, however, seems to be on the same level with original game. Different, yes, but not harder.
Uncle Kulikov said:
Tromdial said:
Question: are we playing with regular Space Marines or Ultramarines? If not Ultramarines, they could make the new squad that, making the game easier but the cards used acknowledge the power creep, so die hard fans of the preset hard difficulty can still use old teams or a mix between old and new, and friends who hate this game because they haven't won yet can return with stronger guys! ... I hear a distant series of "boos" coming on...
The marines in this game are from the Blood Angels chapter, they have a more glorious background than the Ultramarines. My problem with the game is when I don't make any mistakes, but I still lose due to dice. Like when there is nothing that could be done differently, and still the game is over. I don't think power creep will be an issue, but I haven't played with the expansions yet so....Ill hold my tongue.
Fluffwise the Ultramarines are regular marines. Infact they are the essence of regular marines, a sort of "baseline" against which the less-regular ones are compared...
Anyway, I recently tested the combat teams and the enemy expansions and the only power creep I have noticed is the reverse one considering enemy. The two new combat teams (Chaplain and Cyclone) are, IMO, balanced against the original ones but the enemy expansion (red location cards and adrenal genestealers) is considerably harder than basic set. It is beatable, but, IMO, it is the "hard mode". Tyranids expansion, however, seems to be on the same level with original game. Different, yes, but not harder.
Uncle Kulikov said:
Tromdial said:
Question: are we playing with regular Space Marines or Ultramarines? If not Ultramarines, they could make the new squad that, making the game easier but the cards used acknowledge the power creep, so die hard fans of the preset hard difficulty can still use old teams or a mix between old and new, and friends who hate this game because they haven't won yet can return with stronger guys! ... I hear a distant series of "boos" coming on...
The marines in this game are from the Blood Angels chapter, they have a more glorious background than the Ultramarines. My problem with the game is when I don't make any mistakes, but I still lose due to dice. Like when there is nothing that could be done differently, and still the game is over. I don't think power creep will be an issue, but I haven't played with the expansions yet so....Ill hold my tongue.
Fluffwise the Ultramarines are regular marines. Infact they are the essence of regular marines, a sort of "baseline" against which the less-regular ones are compared...
Anyway, I recently tested the combat teams and the enemy expansions and the only power creep I have noticed is the reverse one considering enemy. The two new combat teams (Chaplain and Cyclone) are, IMO, balanced against the original ones but the enemy expansion (red location cards and adrenal genestealers) is considerably harder than basic set. It is beatable, but, IMO, it is the "hard mode". Tyranids expansion, however, seems to be on the same level with original game. Different, yes, but not harder.
idk how, but for whatever reasons I find the Tyranid deck to be easier than the genestealer deck (and statistically, tyranids ARE harder). So far, I've played 5 games and haven't lost yet against Tyranids.
thanks for the info on space marines, ultramarines, and death angels
"Some said the thunder called the lurking fear out of its habitation, while others said the thunder was its voice."
H.P. Lovecraft, The Lurking Fear
I was thinking about a few other ideas as well:
1) Battle for Beta Anphelion IV (Red Scorpions versus Tyranids)
2) Lone Wolves Graphic Novel (Space Wolves versus Tyranids) - a more ambitious project, I know, but may well be a lot of fun!
Comments, anyone?
Without signature
bluecrane said:
I was thinking about a few other ideas as well:
1) Battle for Beta Anphelion IV (Red Scorpions versus Tyranids)
2) Lone Wolves Graphic Novel (Space Wolves versus Tyranids) - a more ambitious project, I know, but may well be a lot of fun!
Comments, anyone?
Wish I knew more about those. Just wanted to report that again statistically Tyranids should be whipping Space Marines all over, but I've played a dozen games against them and I am still undefeated, with friends or solo. Still give major props to Tyranid expansion. Can't wait to fight something else one day.
"Some said the thunder called the lurking fear out of its habitation, while others said the thunder was its voice."
H.P. Lovecraft, The Lurking Fear
loken14 said:
i was thinkin and this is prolly a bad idea but a apothecary terminator and a tech marine terminator the tech marine could be useful but maybe powerin up support tokens like place 2 support token for each support or the like and the apothecary could revive fallen marines of non defeated combat team wit his support like remove x amount of support from apothecary ______ then roll a die if u roll lower than x the space marine is succesfully revived either way discard all support tokens
Talk about having a crystal ball! Nice predictions!
ordered mine today, if it is even 1/2 as good as the nids expansion then it is going to be awesome....
I know the game is kinda of limited in a way to Space Hulk.. but i would like to see expansions that move beyond the original scope of the game... lets have a elder pack, and <drool> necron pack. The core gameplay dosn't need to change.. maybe some new rules per race as the swarming aspect wouldn't fit... but yeah.. that is what I want in a expansion... some more of the 40K staples...
"People should be less concerned with whether or not they are being insulted, and more concerned with whether or not it's the truth."
"I respect you too much as a human being to respect your ridiculous beliefs."
Sick of FFG terrible forum software? Why not try chatting at CardGameDB a site dedicated to Living Card Games and at the moment criminally under populated. Lets all move to that forum!!
I would like to see a new version of the 30 EVENT cards that have been guiding us through all of the expansions. The same 30 cards dictate the overall pace/tempo of the game. the new methods of dealing with a threat and the new endgame is amazing, but perhaps some new threats along the way. Perhaps a POD with a new set of 30 NEW event cards to produce new events within the game. Not just new reactions. I do also like the idea of other sets of chapter specific POD's, perhaps a DEATHWATCH kill-team will be next.
Without Signature
Kill an Angel said:
I would like to see a new version of the 30 EVENT cards that have been guiding us through all of the expansions. The same 30 cards dictate the overall pace/tempo of the game. the new methods of dealing with a threat and the new endgame is amazing, but perhaps some new threats along the way. Perhaps a POD with a new set of 30 NEW event cards to produce new events within the game. Not just new reactions. I do also like the idea of other sets of chapter specific POD's, perhaps a DEATHWATCH kill-team will be next.
That's what I was just telling my friend last week is what is missing. I am about sure that is what is in development next. Just makes sense to get some new Event cards.
"Some said the thunder called the lurking fear out of its habitation, while others said the thunder was its voice."
H.P. Lovecraft, The Lurking Fear
| Page 3 of 5 (64 messages) | « First page... 1 2 3 4 5 ...Last page » |