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5 Posts

StarCraft: The Board Game - Brood War Expansion» Forums » Rules

Subject: Return to Aiur Leadership Card rss

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Chase Clinton
Bolivia

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Tassadar´s Stage 3 leadership card Return to Aiur says you can place up to 8 transports on any navigation routes. But you only get 7 transport tokens. So how does the card work? Presumably you can place other players´ transports like in team play.
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Guido Gloor
Switzerland
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Good question But I don't think that you can place your ally's transports instead, that'd have to be more explicit IMHO. I just read it as "place all your transports wherever you want" - after all, "of your own units" is implied but never explicit in all other "place XYZ" leadership cards, too.

If you could place transports of your allies with Return to Aiur, you could also give your ally your Zeratul, there's nothing different in the formulation of the two cards. And that's where things stop making sense

But of course, it's odd that FFG didn't talk about 7 transports but 8 when there aren't 8 to begin with. Maybe they wanted the card to be ready for the next expansion with more transports?

(A comment on my blog asked the same question, was that you as well? I gave the same answer there.)
 
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Ger Lam
Austria

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well, that question came up for us as well, an interesting idea would be to read it as a contrary to the "destroy one transport per nav route"...as in, place "ANY" 8 transports, not necessarily your own...especially in FFA games, that can get quite nasty if you create avenues for players for attacks on other players before believed to be "save" from them.

It would also make a lot more sense to allow it more literally...the point being that you may not place orders unless you have units on planet or on a planet next to where you place orders. So yep, in the best case you save yourself 3 build orders(units on one planet, transport to neighbour, build a base there, save both the transport that led there and the one going somewhere else, as opposed to build a base, build a transport, mobilize, build a base, build another transport.)
The thing is, once Stage 3 comes, you will seldom have need for such fancy manevours, especially if i remember correctly the other available Stage 3 card...

In the end, i think it would be too situational, as most transports you need will already be in place, and wasting a Stage 3 card for, say, 4 transports, is nowhere near as fine as others(e.g. a full free build for Overmind), thus i always was inclined to allow a more literal reading on this card, not that it ever got choosen...
But i'd allow placing ANY transports, not only their own...or at least make them transports PERMANENT(not dependent on a base)...just seems too weak otherwise.(not that balance of leadership cards is always so grand, sometimes it's situational, but some cards in my decks see a lot more action than others...)
 
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Guido Gloor
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Well, there is the added tidbit that your transports can't be destroyed. "A lot more sense" - maybe from a gameplay perspective (although I disagree), but then the thematic tie-in of the card (other races "returning to Aiur" as well?) becomes very questionable.

Sure, allowing a more literal reading can make sense as a house rule, to make a weak-ish card stronger. But I really don't believe that was the way the card was intended.

Overall though, I believe that the factions aren't meant to be balanced in every individual stage's leadership cards. Protoss have a strong late game anyway, when they can truly shine with their few strong units (making unit limits benefit Protoss). So having slightly weaker stage III cards than others is not such a huge drawback for them. And Tassadar's stage I and II cards are pretty nice
 
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  • Last edited Sun May 31, 2009 10:30 am (Total Number of Edits: 1)
  • Posted Sun May 31, 2009 10:30 am
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Ger Lam
Austria

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ah, yes, they can't be destroyed one turn. but after that? especially in phase 3 it's quite likely it will be over before, but well...my basic "problem" with this leadership-card, is that often you will have 3 or 4 transports deployed when Stage 3 comes around. So, you can EITHER (if i remember correctly) sacrifice one unit to blow up anything on a planet, OR get 3 free transports, that DON'T allow you to bend the rules in a significant way(if it added that you can place orders ANYWHERE in this turn, not just on neighboring places, then sure, it would be fine).

So it's not really the comparison of different races stage III cards, but within the race...Blow up a planet, get 8 orders in a turn, skip victory check phases(situational, but good if needed) or 3-4 transports. It just doesn't seem to scale, really.

The thematic section would be same as in the core game...Tassadar took Raynor with him, to defeat the Overmind manifesting on Aiur.
I see where you are coming from, and i really believe that it IS as weak as it reads, but we WERE wondering about those "8" transports, and wether there was something else intended with this card. Heck, i would have preferred ONE galaxy-wide mobilize-order instead(as in, anything you have can move anywhere it legally could with ONE mobilize, allowing you to prepare perfectly for the next round to make it count.))
 
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