Jon Houghton
Australia
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If you read the newsletter, there are two examples of what some of the airship abilities could be. The passive example is Ferry, where as long as the airship is over a lake, units can move onto and through this territory. However, this is essentially useless to factions who already have a lake crossing ability, so I feel like this disadvantages them by giving them a useless ability. Thought on this?
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Dana Dawson
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jhoughto123 wrote:
If you read the newsletter, there are two examples of what some of the airship abilities could be. The passive example is Ferry, where as long as the airship is over a lake, units can move onto and through this territory. However, this is essentially useless to factions who already have a lake crossing ability, so I feel like this disadvantages them by giving them a useless ability. Thought on this?


Those factions nevertheless need to build a specific mech to gain a similar ability. You are right (maybe?) that this gives a slight boost to others BUT:
1) we do not know how you build your airship
2) how much expensive they are
I guess there are passive abilities that recall all factions's abilities in some way
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Oliver Kinne
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jhoughto123 wrote:
If you read the newsletter, there are two examples of what some of the airship abilities could be. The passive example is Ferry, where as long as the airship is over a lake, units can move onto and through this territory. However, this is essentially useless to factions who already have a lake crossing ability, so I feel like this disadvantages them by giving them a useless ability. Thought on this?

The way I read the newsletter, the active and passive abilities were catered to the faction. So I doubt a faction with a lake ability will have the Ferry airship ability.

I thought the airships' abilities are like mech abilities - which are different for the factions.
 
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Dana Dawson
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oliverkinne wrote:
jhoughto123 wrote:
If you read the newsletter, there are two examples of what some of the airship abilities could be. The passive example is Ferry, where as long as the airship is over a lake, units can move onto and through this territory. However, this is essentially useless to factions who already have a lake crossing ability, so I feel like this disadvantages them by giving them a useless ability. Thought on this?

The way I read the newsletter, the active and passive abilities were catered to the faction. So I doubt a faction with a lake ability will have the Ferry airship ability.

I thought the airships' abilities are like mech abilities - which are different for the factions.


No. The OP is right.
In the newsletter clearly states that passive+active airship abilities are the same for all factions once revealed at the start of a game
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blackholexan wrote:
[q="jhoughto123"]
1) we do not know how you build your airship
2) how much expensive they are
I guess there are passive abilities that recall all factions's abilities in some way


1. The newsletter states, "Each player starts with their airship on their home base, so they can start moving out of their home area right away."

Also, they way I read it, there is a deck of passive and aggressive cards and, "2 airship tiles are randomly paired at the beginning of the game. Each player's airship miniature has those abilities."

What I don't know is does each player use the same 2 general cards, or does each player get 2 different cards from everyone else. I think I prefer the later.

Also, "...as well as the core ability that airships are free to move onto any territory (land or water) and across rivers." Does this mean that you can move your ship regardless of your movement points of the land units, or are they just unrestricted by terrain but use a movement point from the pool?

Interesting.
 
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Jon Houghton
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blackholexan wrote:
jhoughto123 wrote:
If you read the newsletter, there are two examples of what some of the airship abilities could be. The passive example is Ferry, where as long as the airship is over a lake, units can move onto and through this territory. However, this is essentially useless to factions who already have a lake crossing ability, so I feel like this disadvantages them by giving them a useless ability. Thought on this?


Those factions nevertheless need to build a specific mech to gain a similar ability. You are right (maybe?) that this gives a slight boost to others BUT:
1) we do not know how you build your airship
2) how much expensive they are
I guess there are passive abilities that recall all factions's abilities in some way


It says each factions starts with their airship on their home base, so it's in play right from the start.
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Aaron Peterson
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This is better than just being able to move your mechs/character onto a lake in my mind because now workers can move onto and off of the lake without the assistance of a mech. So while similar it is different and potentially more versatile for all factions. Also not having to build a mech to unlock lakes opens up more options for different mech deployment as mentioned earlier! Right now my only question is what they'll be able to carry...
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John Huss
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MightyJack wrote:
blackholexan wrote:
[q="jhoughto123"]
1) we do not know how you build your airship
2) how much expensive they are
I guess there are passive abilities that recall all factions's abilities in some way


1. The newsletter states, "Each player starts with their airship on their home base, so they can start moving out of their home area right away."

Also, they way I read it, there is a deck of passive and aggressive cards and, "2 airship tiles are randomly paired at the beginning of the game. Each player's airship miniature has those abilities."

What I don't know is does each player use the same 2 general cards, or does each player get 2 different cards from everyone else. I think I prefer the later.

Also, "...as well as the core ability that airships are free to move onto any territory (land or water) and across rivers." Does this mean that you can move your ship regardless of your movement points of the land units, or are they just unrestricted by terrain but use a movement point from the pool?

Interesting.


It's definitely 2 cards shared by everybody. With each person getting their own it could get crazy in terms of balance.
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Carsten Neumann
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And it would be too complicated to know which player has which special ability...
7 factions * 5 (4mechs+1faction) abilities are already too complex for some players. But individual airships would/could be too complex for everybody.
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Jason Brown
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Jamey said he conducted more than 700 playtests, I don't think you have any balance issues to worry about.
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steve w
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wind gambit playtester $0.02:

The Ferry card is only one of 6? 8? (who knows what will make it into the final release) of Passive abilities. There are that number again of Aggressive abilities and you randomly pull one Passive and one Aggressive at the start of play, and all players airships have both of the abilities. The airship is in play on your home location from the start of the game. There are some abilities that may be more or less useful to certain factions, but in the games that we played (especially wave 3) we never felt that any of the abilities were too overpowered or handicapped. I am very much looking forward to the release of this as the airship adds another layer of strategy and permutations for replay.

Again, this is just my input from three waves of playtesting and what makes it into the final box could be pared down from what I saw, or expanded, etc. Nothing I say should be taken as gospel to what the retail box will hold.
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Lukas Vitroler
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Chester Steve wrote:
wind gambit playtester $0.02:

The Ferry card is only one of 6? 8? (who knows what will make it into the final release) of Passive abilities. There are that number again of Aggressive abilities and you randomly pull one Passive and one Aggressive at the start of play, and all players airships have both of the abilities. The airship is in play on your home location from the start of the game. There are some abilities that may be more or less useful to certain factions, but in the games that we played (especially wave 3) we never felt that any of the abilities were too overpowered or handicapped. I am very much looking forward to the release of this as the airship adds another layer of strategy and permutations for replay.

Again, this is just my input from three waves of playtesting and what makes it into the final box could be pared down from what I saw, or expanded, etc. Nothing I say should be taken as gospel to what the retail box will hold.


So did the lake factions never get the passive lake airship ability?
 
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Jamey Stegmaier
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All factions get both the passive and the aggressive ability for their airship.
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Mihir Shah
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jameystegmaier wrote:
All factions get both the passive and the aggressive ability for their airship.


What action makes the airships move, is it yet the move action or something new?

Also is there any cost associated with the airship movement or using one of its 2 abilities?
 
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Jamey Stegmaier
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It's still the Move action. Some specific abilities have costs or triggers to use, but by default there's no cost to use an airship ability.
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Mihir Shah
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jameystegmaier wrote:
It's still the Move action. Some specific abilities have costs or triggers to use, but by default there's no cost to use an airship ability.


Ok perfect.
How about combat, what are the rules towards airship combat?
I am assuming that characters would not be able to get into a combat with an airship, right?
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Rodney Eberly
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jalwaaa wrote:
jameystegmaier wrote:
It's still the Move action. Some specific abilities have costs or triggers to use, but by default there's no cost to use an airship ability.


Ok perfect.
How about combat, what are the rules towards airship combat?
I am assuming that characters would not be able to get into a combat with an airship, right?


Airships are not considered combat units, and do not battle. I think some of their abilities do alter the outcome of a combat on the same hex though. So unless an ability refers to combat, they are just bystanders.
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Jamey Stegmaier
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Rodney is correct. It'll make sense next month when we release the typeset rulebook.
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Mihir Shah
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jameystegmaier wrote:
Rodney is correct. It'll make sense next month when we release the typeset rulebook.


That is gr8, rulebook will surely get some clarity but for my gaming group and me, this info has helped a lot. For us, the airships would not make it to the scythe board too often as we love the base game just too much and would not want additional mechanics.

This may change but for now this gives the other guys in my group who paid a premium for the game to spend more right away and get the MR insert as based on this info they would not be putting airships in the box and resolution tiles can hopefully fit in with the other cards/tiles in the insert, that is unless you have made the resolution tiles a different size altogether?

If the resolution tiles are of another size then we will have to painfully wait till the MR and BT redesign their insert.
 
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Jamey Stegmaier
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The airship ability tiles and the resolution tiles are all slightly smaller than the big cards in Scythe (smaller by about 2mm).
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Mihir Shah
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jameystegmaier wrote:
The airship ability tiles and the resolution tiles are all slightly smaller than the big cards in Scythe (smaller by about 2mm).


Thank you, that really helps in insert selection.

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Michael Chalmers
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Is it game breaking to only play with the Passive abilities and not the aggressive - I like to play Scythe non-aggressively as much as possible, I was even hoping there was a resolution card that prevented combat all together, haha, I am such a pacifist!!

 
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