Bartosz Rzepka
Poland Gdynia
-
Here are my two ideas, how to make comanders mechanic more interesting:
1. Ability secrecy: Same as Reward Cards, Comander Cards is secret and face down until a player decides to use it.
2. Flexible comanders: - Each comander starts with 2 Comander Cards - Only 1 Comander Card could be used during one battle - When aquiring new comander, he/she starts with 2 Comander Cards
Following options are here because there are only 10 Comander Cards (if you are playing with less than 4 players, you can ignore them): - (Option 1) You can not use secondary ability of Rally Support to change Comander Cards - (Option 2) You can not use Lieutenant General Tactic Card
-
-
My group has dropped the commander option. FFG tried to fix a problem that didn't exist(heroes not participating in combat).
We found that commanders combat abilities aren't all that great and all we end up doing with them is dueling to kill off heroes that can actually quest.
That and commanders allowing each player to have 4 heroes means the board is super cluttered with heroes.
-
Bartosz Rzepka
Poland Gdynia
-
I like an idea that heroes can do something in battle and that they are not ultimate uber strong units.
I wanted to add them a little more power without imbalancing the game and I think that reduction of randomnes, inceresment of decision making and element of supriice will fit
-
Peter Cox
Bosnia & Herzegovina
-
Not a bad idea.
And yeah, the generals are certainly an improvement. I find it kinda funny that people are seeing no value in their abilities, they can change battles quite easily.
-
|
|