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Cthulhu Wars» Forums » General

Subject: Why EVERY faction of Cthulhu Wars is overpowered! rss

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Adam Mitchell
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Since it seems every single faction (except for the yet to be seen Tcho-Tchos) has at one time or another been labeled overpowered by someone, I thought it would be fun and amusing to collect all of the reasons for each faction being "overpowered" in one thread. I'll start with the Black Goat:

1. Allowing Dark Young to control gates and contribute power gives Black Goat a base of nine power and nine controlled gates, higher than any other faction in play at the moment!
2. Blood Sacrifice allows Black Goat to get an Elder Sign every turn!
3. Black Goat can summon any of their slain units back at a greatly reduced cost!
4. Necrophagy makes Black Goat the real winner of any battle fought on the map, since the two Ghouls can usually pain both battling sides away, taking the area and Gate for themselves, and summoning the Cultist put back in the pool by Blood Sacrifice to control it!
5. Even BG's CULTISTS can fightsurprise!

Next?
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Kolby Reddish
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1. Cthulhu is over powered because his GOO costs less than anyone else's to resummon.goo
2. AND HE GETS AN ELDER SIGN??? angry
3. He's impossible to take by surprise when he has Devolve surprise
4. Dreams took my gate. :sable:
5. Submerge?? NOOOOOOOOOOO. cry
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Arthur Petersen
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The Tcho-Tchos have a GOO that appears FOR FREE, and if it is killed, appears again for free. Also, it's combat inexorably increases each round, whether dead or not.

They have THREE High Priests....even when you're not playing with the High Priest expansion!

Their High Priests, in addition to normal HP rules, have spellbooks for them!

They are the only Faction which can REDUCE YOUR combat rating just before rolling battle dice!

You don't even get any Power when Sacrificing their cultists, so why bother ever capturing them?
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Adam Starks
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1. The King in Yellow can start capturing your Cultists in the 1st round and there's nothing you can do about it

2. With Third Eye, Yellow Sign can get 1 Elder Sign, 1 Desecration Token, and 1 Cultist or Monster for only 2 Power!

3. Yellow Sign has a ton of awesome abilities that only cost 1 Power, while Dreams costs 3 power!

4. Yellow Sign completely nullifies Ghroth!

5. Yellow Sign has no reason not to perform Rituals of Annihilation, since they make Hastur so powerful!
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Chris Foster
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Sleeper's Formless Spawn can become the most combat-powerful monsters in the game, with an insane 5 dice per!

He can copy the powers of every other faction- he can Hibernate for more power, re-summon the Sleeper for 4 power and an elder sign, AND fly!

He can capture monsters, and wait every other faction out so they're helpless to react when he does so!

He can act before you do in teh fight, summoning a powerful Spawn or vacating the area!
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Kolby Reddish
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AdamStarks wrote:

2. With Third Eye, Yellow Sign can get 1 Elder Sign, 1 Desecration Token, and 1 Cultist or Monster for only 2 Power!
It's only for 1 power (with the Third Eye)! Even more overpowered!
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Adam Starks
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reddish22 wrote:
AdamStarks wrote:

2. With Third Eye, Yellow Sign can get 1 Elder Sign, 1 Desecration Token, and 1 Cultist or Monster for only 2 Power!
It's only for 1 power (with the Third Eye)! Even more overpowered!
I was accounting for the fact that you usually have to move 1st, but maybe that is too nuanced a view...
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Sandy Petersen
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I am pleased to have designed a game in which, apparently, every faction is above average.

Sandy
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Arthur Petersen
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Whos goong to do Opener, CC, and WW?

Then we need to discuss why all the indie GOOs are way OP as awakenable units!
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JH
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Opener can summon its monsters to any gate!

It can improve its monsters just by having them fight!

With one of its spellbooks it can instantly match his power to the level of any other player!

With another it can DOUBLE the doom points it gets for a Ritual!

It can pay a single power to redo any combat dice rolls it misses!

For two power it can spread up to 5 kills/pains around the map without putting its own units in danger!

The more GOOs in play, the stronger it gets!
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Dave Mendiola
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existoid wrote:
Whos goong to do Opener, CC, and WW?

Then we need to discuss why all the indie GOOs are way OP as awakenable units!
Opener is OP because he can bring out a Great Old One and be equal in power by using Dragon Ascending.

Opener is OP because he can bypass combat abilities and pained units with Curse of Azathoth, even units like Wind Walker and Cthulhu, who rely on combat abilities.

Crawling Chaos is OP because Invisibility/Abduct is a broken combo that let's you pick off WHATEVER UNIT YOU WANT!

Crawling Chaos is OP because Hunting Horrors flying in during the beginning of combat and unlimited battles can let you roll their dice multiple times per turn.

Wind-Walker is OP because his Wendigos are Deep Ones with an effective Invisibility

Wind-Walker is strong because when you combo his power advantage and Rhan-Tegoth, HE LITERALLY CAN'T DIE!!!!
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Ken Mortis
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Sandy Petersen wrote:
I am pleased to have designed a game in which, apparently, every faction is above average.

Sandy
So, you're saying it's the Lake Woebegone of games?
 
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Arne
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Windwalker can move all of his units from one space to another for 1PP.

Windwalker because he has two faction GOOs that are good in combat One can't die and the other rolls up to 15 dice in combat.

Windwalker's cultists can't be captured.

Windwalker gets his Wendigos for free after any battle with kills.

Windwalker's Gnoph-Kehs take an enemy unit to the grave when they die.

Windwalker gets a power bonus for enemy GOOs.
 
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Arne
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fourmyle21 wrote:
Windwalker can move all of his units from one space to another for 1PP.

Windwalker because he has two faction GOOs that are good in combat One can't die and the other rolls up to 15 dice in combat.

Windwalker's cultists can't be captured.

Windwalker gets his Wendigos for free after any battle with kills.

Windwalker's Gnoph-Kehs take an enemy unit to the grave when they die.

Windwalker gets a power bonus for enemy GOOs.
seems I was ninja'd...
 
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