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[Chaos] Chaos in the Old World - Discussion and signups - the Horned Rat
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I've been here forever
Sure, but I meant the ones who haven't been using the forums before, where this thread is their first point of contact or whatever.
I suppose I'd wager a guess that the upgrade gives khorne an edge due to it changing the mindset of the game. I see plenty of plays for domination or ruin scoring, but not as much with throwing dice against him I guess?
As an added note, for Game 65: Khorne won on VP with only 1 cultist played for the entire game (right at the start for adjacency and delaying purposes) and whose corruption only resulted in 3 VP (and wouldn't have altered the outcome of the game had it not been there).
It just seems like you have to change the way you play from base game?
Perhaps it is a different way of playing, perhaps that upgrade is just too good... Looking at the number of Khorne wins on here it is high, and that is why its getting nerfed by vote in many games.
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I have no clue what they were thinking with that upgrade. It's so ridiculous because it works on so many levels. You kill off enemy figures WHILE getting dial tokens WHILE scoring outrageous amounts of points. There's no need for it to keep Khorne competitive for VP wins; I've seen games where he does fine staying in the running with the cultist upgrade.
More and more I'm thinking I like the idea of simply replacing it with the base game upgrade. While it was fairly worthless in the base game, I could see it being a decent pick in the expansion. Maybe as a 2nd or 3rd upgrade when there's a late game battle royal about to go down and you need to knock off enemy figures early to protect your cultists.
While this is probably true, the game is supposed to be built and balanced around the five player game. Three and four players games are where the balance is supposed to fall off.
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I may be able to host another one, we'll see how timing goes.
Balancing it around a 3 player game is like balancing Battlestar Galactica around 2 players.
I'm kind of partial to the change which makes Khorne gain a max of 2 VP in any region with a Bloodletter present in which he scores at least one kill against an enemy figure. That's still ~4-6 VP free a round and gives incentives to Khorne to dominate (not that it's terribly hard for him to do this with Lure of Battle & Skulltaker) for points and play cultists for ruination corruption.
Although i like this idea, I think it should be limited to one region per battle phase. Choosen at the end of the battle phase, after all kills are totalled. It forces Korne to either build up in one region, and forgo spreading out the DAC's, or spreading out the troops, and getting a supplemental 2-6 VP.
On another topic: I like the sound of Aegis' proposed change to the Morrsleib Bloodletter upgrade - I think that that'd tone the upgrade down from "ridiculously good, especially compared to other Ruinous Powers' options" to "quite good."
1. Max 2 VP per region
2. 1 VP per kill instead of 2
3. Use the base bloodletter upgrade
Still too early to tell which would best balance it. Has anyone seen comments from the designers/original playtesters on what they were thinking with that upgrade? Obviously they decided Khorne needed a boost since the games seem to be ending more quickly, making DIAL victories more difficult, but it seems a bit odd that this is the case. A new power who has battle dice, competes for domination VP, but doesn't ever place corruption should slow down the game, not speed it up.
I know you finished second in our game. But 3 of us were all 1 vp away from each other. So i think it's more of a 3 way split if it's that close. Given DAC's and board position...
I'm taking that 1 VP lead and running with it!
Much more once you consider rampage (unless you intentionally state that it's only 2 VP per region per round). Still too much room for easy abuse.
I think that game with the Bloodsworn upgrade domination VP win proves that Khorne doesn't even need VP from the BL upgrade to be competitive for points. Even if you nerf the warrior upgrade, at best it becomes a fairly redundant pick for a VP victory path. It'd be more interesting knowing you have more varied choices.
Of course the best indirect nerf might be the discussed but never tried out rule of raising the win condition to 60-70 VP. That's one aspect of the base game I truly think they overlooked when they went about making the expansion changes (along with Nurgle's 10 ticks). I miss realistic shots at dial victories. I miss being able to play with more than one upgrade for more than one turn (remember how people used to get THREE upgrades? o_O). Most of all I miss the amusing 2% chance of an Old World victory.
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http://forums.penny-arcade.com/discussion/156585/chaos-in-the-old-world-games-played-over-chat
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They grow up so fast.
The Naalu Collective in MrBody's Twilght Imperium #7
Finn Edwards in mi-go hunter's Arkham Horror - Slimy Shores
Hosting Pandemic Games
Hosting A Game of Thrones; tCG #2 - Put Not Your Trust In Spiders
Hosting Twilight Struggle Game #5 - Stinkin' Commies!/Capitalist Dogs!
Hosting Twilight Struggle Game #4 - Host Vs Host (Farangu vs. Iron Weasel)
Did anyone mention the idea of limiting the VP gain to 2 per Bloodletter in a region?
I'd like to re-sign up.
I was just thinking about this and while the logic that the HR should slow down the game based on the points above is true, perhaps the difference is actually the new Chaos cards and Upgrades, maybe that is what has changed the game to a 4 turn game instead of a 5 turn. If you think of things like Havoc, Festival of Sinew and Quicken Decay to name a few, they keep battle dice out of regions allowing them to ruin quick. Quicken is less effective but generally nets a lot of VP for Nurgle if used right.
I'm a little to ashamed to admit it, but since I knew the drag-and-drop interface was never going to work on a mobile browser, I never bothered to check how it looked.