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MERCS: Conflict» Forums » General

Subject: FCC to Weak rss

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Chris Casto
United States
Milton
West Virginia
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We have played a few 3-4 player games and have enjoyed it. The main problem we have had is the FCC. They have 1 less infrastructure die (not sure why)than the three other teams and only have 5 dice to use in the resource section.

It seems they almost always go last and some of the abilities they have on their sheet or blue die seem useless since most of the other Megacons have used most of their die by the time the FCC gets to go even on their first turn.

Has anyone else have problems with these imbalances?

Thanks,
Chris
 
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Craig C
United States
Wichita
Kansas
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If they can get the red die with Strike, and combine that with their innate ability, they're pretty much unstoppable. But then, the whole game's pretty much a race to red, so you could almost say that with any of them, but it's especially powerful with FCC.

It'd be nice if the rules were tweaked to eliminate that, because this game has a lot of promise.
 
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