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Teenage Mutant Ninja Turtles: Shadows of the Past» Forums » General

Subject: Imbalanced Gameplay Issues? rss

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Deadly Wombat
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My game group has played through mission 1-1 five times and mission 1-2 twice and all 7 of these games were won by the villain. The turtles seem overmatched in completing their objective scenarios. We all love the game but, while winning isn't everything, we're concerned at the frustration level rising while playing this game. Has anyone else experienced game imbalance with this game? How was it resolved?
 
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Donn Hardy
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I played the first book. As the villain, I won the first scenario, but the heroes easily won the next 2 scenarios. There seems to be a lot more strategy required than I had originally anticipated. If the heroes are really getting crushed, try throwing Donnie and April into the mix. I understand that they are both beasts.
 
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Tyrone ..................
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I've only played 2 scenarios so far, I went back to SOB for a moment, but the Turtles won the first scenario and the Villain won the 2nd one.
 
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Joe Prozinski
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O'Fallon
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yeshmania wrote:
My game group has played through mission 1-1 five times and mission 1-2 twice and all 7 of these games were won by the villain. The turtles seem overmatched in completing their objective scenarios. We all love the game but, while winning isn't everything, we're concerned at the frustration level rising while playing this game. Has anyone else experienced game imbalance with this game? How was it resolved?


I don't think the gameplay is imbalanced. The scenarios are just very tightly designed so that the heroes don't breeze through the scenarios and are close battles.

It took three plays before the Heroes figured out the strategy and won scenario 1-1

Here are some hints in case you haven't been using a winning strategy. You need to have the turtles on the roof, preferably Mikey one of them who is first to activate, move to slow down the brawlers. Both of them need at least two skateboards for movement. They need to rush forward and drop down via the trash to get around the brawlers in order to slow them down. You are remembering that movement costs 1 extra for each enemy adjacent to the model moving right? Mikey is good for this with just two skateboards of movement and his special one square and -1 cost to terrain moves. If you get enough movement to get down and slow down the brawlers you should be able to stop them from getting more than two off the board, provided you don't have terrible dice rolls.

We played 1-2 one time and the heroes won it. It was a close fight. Hob and his minions are tough with his special ability to improve minions close to him.

How close are your battles? If they are close I would say it could just be coming down to dice rolls falling in the villain's favor. If there are big margins of victory in the villain's favor, it could be that you are misplaying a part of the rules.
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Zach Hartman

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Georgia
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Oh man, I've played this scenario AS the villain about 5 times now, and I've won precisely once. I can rush two guys off the map very quickly, but if the turtles are conscientious at all, then they double back and jam the rest of them up easily. Then it gets pretty tense. Leonardo usually brings his ultra-mud ability (where he counts as 3 figures), and can completely block the alleyway on his own.

Last night we found out how much damage Splinter can do, as well. Me oh my!
 
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John Troutman
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1-1 is borderline broken. The Villain can win inside of three turns without breaking a sweat. I haven't played 1-2, but on 1-3, the villain got trounced after the heroes plugged the two alleyways, forcing the Elite to try and make for the roof. The heroes also won 1-4, but it was very close, ending in round 5. So other than 1-1, so far, I haven't felt any particular balance issues.
 
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Matthew Cary
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thetrout wrote:
1-1 is borderline broken. The Villain can win inside of three turns without breaking a sweat.


Just one post above yours in this thread someone is saying they have gone turtles 4/thugs 1 in this scenario, so it might just be your group that is seeing this. We have only played this once, but the Turtles won handily.

If the Turtles play smart with the breakaway rules they can catch the runners. If they get distracted going after the guys deeper in the alley first they will lose every time.
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Benjamin Sonnemann
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Well, we got the complete opposite experience than the OP. Only in first mission the villain could win and it was very close. The main reason was, that we didnt knew the cards and havnet thought of double move activation on the brawlers. The other maps were plainly disappointing for the villain.
We played 1.1, 1.3, 1.4. In 1.3 the turtles waited in the alley while raphael took the penetration skill and overwatched from above, we managed to get at least one or two shields on each turtle and almost all enemies did no damage, the little damage which was received could be ignored or shaken off. The other way round, every round two to three minions died. Defeating the elite was like a joke, we waited till we could give donnatello 4 movement symbols and then he ran straight to the elite, used his throw skill where he moved the elite in our direction, it was stunned and then finished of the round afterward easily by leonardo.

I was playing michelangelo and in 1.4 i was like, "well we cannot die anyways", so i went full yolo. I rushed at the first camera used my dual attack to destroyed it and a minion. The others did almost the same, for sure the villen had like 10 foot soldiers in his pool but we rushed already to the door to the inner room, and he had only 6 spawn fields, so our idea was, let him have as many as he wants he can never get us with all. As i said, i went full yolo mode, with michelangelo not donnatelo, and rushed in, as i can always break away once for free. The villen gave me all he had, with both leaders and foot soldier but he barely managed to kill me. The gunner almost never do any damage as they get rarely to roll more than two, even with hobs ability. Alopex could penetrate me sometimes but 12 health is a lot to burn through in 4 tries. End of the story is, he tred to kill me and could even use his spawn pool, the 4 ppl outside were completly useless, so not more than 2 minions came each round. We all knew the basic idea in this mission is to hold of turtles as long as it takes to win (5 rounds if i remember right) but beside of make them use more movement for breakaway you cant. We simply felt like, villain cant penetrate the turtles enough. Some minions are just jokes and not even worth activating, like the gunners, attacking with 1 attack die against 3-6 Defense dice is like througing cotton balls at a concrete wall.

We love the idea and mechanic but we dont see how the villen is able to do sth against the turtles. Just blocking the path is no fun at all for the villen. I honestly ask you, how did you manage to overcome the turtles, or better said, how did you hold them off. I know its not about knocking out, but the minions are merely target practice.
 
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Hardboiled Gregg
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bebu wrote:
Some minions are just jokes and not even worth activating, like the gunners, attacking with 1 attack die

Gunners should always be using at least 2 attack dice (1 per shuriken symbol, 1 from their Attack stat)

Also, were the allied minions within 3 spaces of Hob rolling +1 die every time they rolled dice? i.e. when both attacking & defending
 
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