The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Mice and Mystics
Eclipse
Among the Stars
Collapsible D: The Final Minutes of the Titanic
Thunder Road
Agricola: All Creatures Big and Small
Lords of Waterdeep
Descent: Journeys in the Dark (Second Edition)
Dungeon Fighter
Virgin Queen
Skyline
The Lord of the Rings: The Card Game
A Game of Thrones: The Board Game (Second Edition)
Twilight Struggle
Dominion
Android: Netrunner
1989: Dawn of Freedom
Agricola
The Big Bang Theory: The Party Game
Total War
Arkham Horror
7 Wonders
Village
Dungeon Command: Sting of Lolth
Wrong Chemistry
The Castles of Burgundy
Ace of Spies
War of the Ring
Through the Ages: A Story of Civilization
Alien Frontiers
Ora et Labora
Le Havre
Kingdom Builder
Twilight Imperium (third edition)
Trajan
Glory to Rome
The Swarm
Race for the Galaxy
Caylus
Battlestar Galactica
Tammany Hall
Small World
Zombicide
Hawaii
Quarriors! Quarmageddon
Power Grid
Space Alert
Recommend
1 
 Thumb up
 Thumb up
30 Posts
Prev «  1 , 2  | 

Earth Reborn» Forums » General

Subject: wrong interpretations of rules or are the guns more like... sticks and stones? rss

Your Tags: Add tags
Popular Tags: [View All]
Fritz Mulnar
Germany
Nuremberg
Bavaria
Avatar
mbmbmbmbmb
navajas wrote:
navajas wrote:
Corwin1980 wrote:
Also, critical hits are worth three points of damage when targetting walls and obstacles.


Yeah, I wonder if this was missed along with not rolling defense for ranged damage.

Also, in my limited experience, Vasquez with a sniper rifle kills most things she has in her cross hairs in a couple shots.


After two more plays under my belt I'm going to reverse my implication above by agreeing: Ranged combat, as of our last, and during limited, play (scenario 6) seems decidedly weak.

As for the balance being mentioned above, I do not find it. So far there's no weapon I'd rather have than Titanium Claws. Though the map is huge on the table it seems quite small in application. Most characters can vastly improve their tactical position in a single activation, in the scope of the game, instantly. Couple that with usually having to choose between hit percentage or meaningful damage, AND, if erring on the side of actually hurting your target, potentially wasting quite significant Command Points, you've got a system that seems to greatly reward bringing a knife to a gun fight.

I should make the following disclosure a sig line or something: I fully admit that this game is very deep and after four plays my experiences are not comprehensive and therefore could very well be insignificant to forming a useful opinion.

i have the distinct feeling you agree with me.

well, joking aside, i find the shooting as cpwasting as you imply.
again, really, i would find a retheme in stoneage far more fitting than the syfyzombiethingy. I am kind of a, if not zombie, syfy and cyborg buff.

but, shamans, strange concotions by medcinemen, spears and flintknives and stones to throw. not as misleading misnomers as "heavy machine gun" or "plastic explosives" or "assault gun", "Magnum".
please, I love Christophs designs for they subtile and sometimes hidden complexity. and the commandpoint system, complete with torture, radioscrambling and all is, i think, very innovative.
but ranged combat,for the theme: vastly underpowered. and if you know that: a real problem in some scenarios. as you menztion, those claws: every puny zombie becomes a killinhg machine.
1 
 Thumb up
 tip
 Thumb up
suPUR DUEper
United States
Villa Hills
Kentucky
Avatar
mbmbmbmbmb
So lower all defense values by one or add one or two dice to every ranged weapon.
1 
 Thumb up
 tip
 Thumb up
Oskar-Jan Alukim


of mind..
msg tools
Avatar
mbmbmbmbmb
superjosef wrote:
navajas wrote:

After two more plays under my belt I'm going to reverse my implication above by agreeing: Ranged combat, as of our last, and during limited, play (scenario 6) seems decidedly weak.

As for the balance being mentioned above, I do not find it. So far there's no weapon I'd rather have than Titanium Claws. Though the map is huge on the table it seems quite small in application. Most characters can vastly improve their tactical position in a single activation, in the scope of the game, instantly. Couple that with usually having to choose between hit percentage or meaningful damage, AND, if erring on the side of actually hurting your target, potentially wasting quite significant Command Points, you've got a system that seems to greatly reward bringing a knife to a gun fight.

I should make the following disclosure a sig line or something: I fully admit that this game is very deep and after four plays my experiences are not comprehensive and therefore could very well be insignificant to forming a useful opinion.

i have the distinct feeling you agree with me.

well, joking aside, i find the shooting as cpwasting as you imply.
again, really, i would find a retheme in stoneage far more fitting than the syfyzombiethingy. I am kind of a, if not zombie, syfy and cyborg buff.

but, shamans, strange concotions by medcinemen, spears and flintknives and stones to throw. not as misleading misnomers as "heavy machine gun" or "plastic explosives" or "assault gun", "Magnum".
please, I love Christophs designs for they subtile and sometimes hidden complexity. and the commandpoint system, complete with torture, radioscrambling and all is, i think, very innovative.
but ranged combat,for the theme: vastly underpowered. and if you know that: a real problem in some scenarios. as you menztion, those claws: every puny zombie becomes a killinhg machine.


jeez..dunno guys.. Me, having played ER like 50+ times, just cannot disagree more.. (can't imagine that 1-2 shots on 2-3 cps would be an instant kill for sure...)
also, I guess you are missing tactical differences/approaches that each faction requires. Play-style for each is sooo not alike..
This is my humble opinion only of course!
.wishing happy gaming, good luck ..and ER4EVER!

E: on 'stick and stones', namely 'Titanium Claws', that is kind of a special item. Having it in a play it needs to be done some certain adjustments in an opposing tactic(s)..
(in a case that anyone didn't notice yet, ER is a really deep tactical game. For plain roll'n'move plays there is Descent or SH.. or many/most/all the other easy games out there, right?)
E2: I'm not saying I got no objections on several issues regarding ER, for sure I do, but firstly, I'm not that deep into ER yet to take them as the ultimate ones ..and secondly, here's simply not a competent audience for discussing it at all..sigh..
Seeing people suggesting house-rules without understanding the bottom cases makes me feel sorry for loving it! (kidding, I don't give a damn!!..
1 
 Thumb up
 tip
 Thumb up
  • Last edited Fri Feb 10, 2012 11:47 am (Total Number of Edits: 3)
  • Posted Fri Feb 10, 2012 11:17 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Dennis Gadgaard
Denmark
Hvidovre
Avatar
mbmbmbmbmb
Don't feel sorry for loving ER the way it is just because more people try to love it too
99% of owners are not going to meet up and play ER tournaments anyway, so who cares if we play it the exact same way.
If someone can be happy with 95% of the game instead of dropping it because of the 5% they don't like - houserule like mad, I say!

(all statistics in this post are completely off the top of my head and thus as reliable as mud)
3 
 Thumb up
 tip
 Thumb up
E M
Norway

superjosef wrote:
TedW wrote:
Are you rolling defense dice for against shooters?

Against the damage throw, yes, i think we did that.


Eh? You only roll defense dice in close combat. No wonder you had trouble killing people. meeple I know this is an old thread, but no-one replied to this...
1 
 Thumb up
 tip
 Thumb up
  • Last edited Sun Apr 15, 2012 6:26 pm (Total Number of Edits: 3)
  • Posted Sun Apr 15, 2012 6:24 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Prev «  1 , 2  | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.