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[Board Games] Saving the world from Monopoly and Life, one person at a time
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No u.
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I protest your protest, just because there are better tactical wargame concepts out there does not negate the fact that Memoir 44 succeeds at hitting virtually every high point of tactical wargaming without nearly as much minutiae.
I'm not saying I'd invite a 40k veteran to come play it with me, but I would definitely suggest it to someone new to the genre or who was super interested in the theme but I didn't want to bog down with a heavier title.
A list of things, should you be of the gifting persuasion
*rimshot*
Its a pretty popular system. Memoir, Command & Colors, Battlelore, Battles of Westeros. So don't judge it based on that.
Cuttin' us deep, right there. I get the sentiment though.
A list of things, should you be of the gifting persuasion
Well the thing that really sets Memoir 44 apart from those games is that it's really just the most basic rules you could possibly slap on a bag of green army men. There is extremely little to nothing you can do to actually strategize. As opposed to almost every other game in the Commands & Colors series (except Battle Cry most likely) which introduce important concepts like leadership, support, battleback, and others which turn it into more of a game with actual tactics.
Literally the only thing Memoir 44 has going for it is that you can play it with anyone. But the same holds true for Monopoly and we don't hold it up as an amazing revolutionary game either.
Ok that last bit may have been a bit harsh.
I was just referring to his derision of cards for movement choice, not the overall quality of Memoir 44.
Squad movement, relevant battlefield positioning, objective driven scenarios, dice-based conflict resolution, high tactile element - what part of this isn't wargaming?
A list of things, should you be of the gifting persuasion
I didn't say it wasn't a wargame. I just said it hit none of the high points in tactical war games.
E: Just to be clear, I'm not trying to start an argument here, just trying to understand your point of view. So if it sounds like I'm all FITE ME it's more like "Curious, would you care to elaborate?"
A list of things, should you be of the gifting persuasion
It's not even true. I play games with plenty of 40k veterans; it's hard to find a miniatures gamer who isn't one.
Maybe it would be more fair to say I wouldn't invite anyone who self-identified as a 40k veteran...
They are the basics. They are among the absolute minimum features you'd need to have in a game for it to be considered a wargame. But what makes the high point of a wargame is your range of tactical expression. And I find Memoir 44 to have very little. Even compared to other games in the series.
I'm not a big fan of Memoir 44 either, but in its defense it does distinguish itself with its use of terrain. The ways in which terrain modifies the combat rolls can, in my opinion, be used strategically. For example, a town in a particular location can have "strategic importance". Also, the campaign book rules have the concept of a reinforcement token, which can be saved for later missions, allowing for some interesting strategic decisions.
Overall I agree with you on most of your points, but I still think that Memoir is a really good game. It's actually pretty amazing that something so simple can successfully evoke a WWII theme for so many people.
My BoardGameGeek profile
Battle.net: TheGerm#1430 (Hearthstone, Destiny 2)
Switch: US 1651-2551-4335 JP 6310-4664-2624
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A list of things, should you be of the gifting persuasion
Ascension > Thunderstone? Interesting...
The best game of Memoir 44 I ever had? I got lucky and rolled really well.
The best game of Commands & Colors: Ancients I ever had? Oh man there's been too many. There was one game where me and my opponent was were both battered to pieces, only 1 flag away from victory, with most of our heavy troops still in reserve. Our lines came with in striking distance, but neither one of us wanted to commit to it because if our initial attack failed, the battleback and the following counter attack would spell our certain doom. So our lines beelined for the center, then split and dove off to a separate flank. It was a race to see who could get their heavy units in contact with the enemies light units for the safer victory. In the end I just barely, narrowly, slightly fell behind.
It's amazing how much extra tactical expression just one or two more mechanics adds to a game.
On the other hand I did win Game of Thrones (2nd ed) which I have loved since I first played it in 2004. Such fun! I also won Glory to Rome the first time playing it and while I liked the game I thought it a little absurd that, without knowing what I was doing, I won and beat some people who had played it before. Good fun though. I want to play it again and definitely want to try Innovation on the family in 2 weeks.
I've seen a few threads and posts over at BGG about people trying to make a Culdecept board game, but they never seem to get finished.
I haven't gotten to play Eclipse nearly as much as I would like, but I feel like our opinions, while different, are probably more similar than it might seem.
Our group only got the game to the table twice, and I feel like it's going to be 'that game' some day, kind of like Dominion, where it started something, but then someone else does it better. There are some really, *really* nice systems in place, and the game isn't all-consuming in its rules. The economy system in particular is outstanding, and I think it's where most of the love for the game comes from: "It's really clever!"
But it also feels like something is missing. I couldn't say exactly what, but like ... I want there to be something more? I don't want it to be more like TI3, and maybe it's just my own lack of playing the game often enough, but perhaps something as simple as 'empire goals'? Just, something to play towards, rather than having homogenized strategies that anyone can work towards, you know?
That said, I have no intention of removing it from my collection. I still *want* to play it more, because there is an awful lot that I like. It is, however, quite possibly over-rated, depending on what you expect out of it.
Perhaps I can interest you in my meager selection of pins?
My admittedly un-nuanced idea would be to marry the Eclipse economy with the combat of Space Empires. This is not a perfect expression of a solution though. I'm not sure hiding information about upgrades and fleet strength would help the game but I think it would make it more interesting, require you to keep closer track of what was researched, each other player's resource intake based on their planets and how they are behaving.
I'm just going to emphasize again the caveat that I've only played once.
But I agree - something about combat is a shame sometimes. I think the 'hit-and-run' ability of some ships is unfortunate, and I don't relegate that explicitly to plasma-missile-interceptors. I look at all the things they've introduced in the expansion to thwart plasma missiles, and then I just think to myself, "Why couldn't I get tractor beams as an upgrade so that enemy ships simply couldn't flee?"
This is making me want to get the game to the table again ... >_>
Perhaps I can interest you in my meager selection of pins?
Also, similar sort of question about Eclipse, about to try my first play through Saturday. Anything I need to know or think about?
One of the most error-prone sections of the game is how hackers interact with ice. Make sure you understand exactly how that works. Some key facts that people miss are that hackers can either break a subroutine or resolve its effect. This has no effect on whether or not the hacker passes through the ICE unless the subroutine ends the run. And that Icebreakers aren't sent against an ICE, sent on a run, or anything like that. You use them when you need them as long as they're in play.
As far as strategy goes, the Corp player has to realize that Agendas are his source of victory, but also a huge liability. The ideal opening hand is five ICE/money cards and zero Agendas. The Corp should only draw cards once he's secured his core servers (his hand and his deck).
If you're using the suggested starter decks, early games are likely to result in victory for the Runner unless he stumbles into traps (or is so afraid of them that the Corp is able to work uncontested). So good bluffing is key for the Corp.
Also, I ordered King of Tokyo. Looks like a great filler/game to have around if family visits.
I really think Dominion is the best pure deck builder.
But I think there are some great games out there that now use deck building as a tool in their box of mechanics. I absolutely adore Eminent Domain and especially Core Worlds.
We also played Cosmic Encounter, which I could see the potential in, but it will probably be far better with more than three players. Also, negotiations and diplomacy will work better once we have an idea what is going on, today we were all first time players.
Playing as Shaper vs Jinteki?
1. DRAW TO FIVE CARDS BEFORE YOU RUN OR YOU WILL FLATLINE.
2. Magnum Opus is just the absolute best thing.
3. Try to only use Crypsis vs. Barriers. It's much better to get Gordian Knot and Pipeline+Personal Touch up against code gates and sentries, respectively.
The rulebooks could be better written and laid out, though. Are the ramparts at the very bottom of the board connected to the foregrounds, or do you have to move to the rampart above it and THEN to those bottom ramparts?
You must be very very cautious about jumping into hobby discussion with dating. Get a gauge of HOW into into it she is before launching into asking her opinion on banned Magic tourney cards.
Yo dawg, I hear you like net damage, so we put some net damage in your net damage so you can take net damage while you take net damage.
Also, remember that Net Shield is first net damage this turn. So if you take net damage multiple times it won't work. Still might be handy to have around, if just because they might be able to hit you on their turn with EMP Spike.
Unrelated, but a compiled list of spoilers from What Lies Ahead.
Holy flying fuck, Janus 1.0. The possibility of FOUR brain damage? OM NOM NOM. Yeah, it's 15 creds, but damn. At least one of those is probably going to go through, if just because the runner won't ever have enough clicks to spend to break them all that way.
EDIT: DAT H-B AGENDA. Yeah, six advancement tokens to pull it off, but a extra click per turn? YES DO WANT.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch