Yannick Carriere
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In the setup section of the Fate rulebook the starting spaces for the fighters are spaces 3 and 5. Are those starting spaces now the standard setup rules for all BattleCon fights?
 
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Dylan Thurston
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Bolga wrote:
In the setup section of the Fate rulebook the starting spaces for the fighters are spaces 3 and 5. Are those starting spaces now the standard setup rules for all BattleCon fights?
This was clarrified somewhere, I forget where: Yes, this is intended as the new standard setup.
 
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Ed Hughes
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Expect to see more 'drive'/'burst' openers rather than 'shot'.

Personally, I think it's a mistake to mess with a proven formula, though.
 
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Wait, Fate rulebook? When did this happen? (Is it a Kickstarter thing?)

Was Shot really that common before? I feel like in a lot of the games I played I was just as likely to try for a Drive (with a Range increase, a pull, or an extra advance on the side) or a Dash. I'm not sure Burst openers will be more common, as with this positioning Shot will hit without any of the mentioned assistance.

I'm a little worried about how this affects ranged characters and characters who like to charge in. It seems much easier to give chase in BattleCON, what with all the advance effects, and relatively hard to disengage. Not starting in melee at least gives a few beats of breathing room for those characters.

Well, at least it's a Kaitlyn nerf?
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Aaron White
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I think it is great that the fighters are closer. In the Fate rule book it shows the relationship between the bases (Burst beats Grasp and Strike, Drive beats Burst and Shot etc) but it only applies if you are at range 1. At the start of the game in the old setup Shot and Drive were your only options, depending on if your character had large range modifiers. Now it is close I can see a much less predictable opening beat. I relish the high damage opening pairs. devil
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Markus
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Where's the rule book? I'd love to give it a look.
 
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Chad Ackerman
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I actually think I like this change. I always kinda felt they started too far away. Will have to try it and see.
 
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Yannick Carriere
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Thank you for the responses. I'm also not sure about how I feel about it. I will promptly try it tonight to see how it goes.
 
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Nerds call me
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Rook96 wrote:
I think it is great that the fighters are closer. In the Fate rule book it shows the relationship between the bases (Burst beats Grasp and Strike, Drive beats Burst and Shot etc) but it only applies if you are at range 1. At the start of the game in the old setup Shot and Drive were your only options, depending on if your character had large range modifiers. Now it is close I can see a much less predictable opening beat. I relish the high damage opening pairs. devil


Agreed, I like the change. My main concern is the balance for Rangers and Tacticians, but we will see how it plays out over time.
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Dylan Thurston
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People are presumably reading the Fate rulebook from the PnP, which was recently released.

Rangers presumably have ways of opening up the range (or at least they ought to).
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Just to be clear, do you mean the $4/flight PnP from the battleconnection.com downloads, or is there some new (free) intro PnP available now that contains the new rules?
 
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Brad Rosenquist
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I don't believe it has been released free to the public yet, but maybe after New Year's Lvl 99 will make it available as a free download.
 
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Yannick Carriere
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Yes, the rulebook is from the Fate 1 and Fate 2 pnp for $4 each on BattleCon Online (BCO). I purchased them yesterday.
 
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Daniel DeMars
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tankbard wrote:
Wait, Fate rulebook? When did this happen? (Is it a Kickstarter thing?)

Was Shot really that common before? I feel like in a lot of the games I played I was just as likely to try for a Drive (with a Range increase, a pull, or an extra advance on the side) or a Dash. I'm not sure Burst openers will be more common, as with this positioning Shot will hit without any of the mentioned assistance.

I'm a little worried about how this affects ranged characters and characters who like to charge in. It seems much easier to give chase in BattleCON, what with all the advance effects, and relatively hard to disengage. Not starting in melee at least gives a few beats of breathing room for those characters.

Well, at least it's a Kaitlyn nerf?


And a huge Kajia buff

(also, it means Kaitlyn will have to make more early use of her teleports, regardless of matchup, which isn't necessarily a bad thing - there are matchups where those never get used with the old starting positions)
 
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tankbard wrote:

Well, at least it's a Kaitlyn nerf?


I'm not sure Kaitlyn needs to be nerfed all that much. That was a popular opinion when Devastation first released, that Kaitlyn was too powerful, but I don't see that so much anymore and she loses more often than she wins in my games. The 3/5 start positions will maybe change her opening style choices a little but I see this move really hurting her win % overall. Her mobility is quite a bit more limiting than some other Rangers (O6, Rukyuk) and relies solely on her wormholes.
 
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