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Subject: FFG Strategy rss

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brian
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Strategy article is up on FFG website. Haven't digested it yet to see if it has anything helpful though!

http://www.fantasyflightgames.com/edge_news.asp?eidn=812
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Scott Sims
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Read it and am more convinced that a Nurgle Dial Victory is practically impossible (technically it's possible but you would have to be playing with people who are not even trying to win).
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Faethorlv wrote:
Read it and am more convinced that a Nurgle Dial Victory is practically impossible (technically it's possible but you would have to be playing with people who are not even trying to win).


I saw a Nurgle victory yesterday, and it was most certainly against people who were trying to win.
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Mark Johnson
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Sphere wrote:
Faethorlv wrote:
Read it and am more convinced that a Nurgle Dial Victory is practically impossible (technically it's possible but you would have to be playing with people who are not even trying to win).


I saw a Nurgle victory yesterday, and it was most certainly against people who were trying to win.


Nugle victory or Nurgle dial victory?
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ColtsFan76 wrote:
Strategy article is up on FFG website. Haven't digested it yet to see if it has anything helpful though!


Fourth sentence in the article:

Quote:
"Getting one dial advancement token is fine, but the player who wants to claim the dial up victory will need to be consistently getting two, three, or even four dial advancements a turn. "


Sounds like the guy who wrote it doesn't even understand the rules.
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Eeeville wrote:
Nugle victory or Nurgle dial victory?


Ah, thanks, I missed that. It was a point track victory, not a dial victory. Nurgle is certainly s strong contender, but is best suited for points, not clicks.
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Sphere wrote:
Sounds like the guy who wrote it doesn't even understand the rules.


I think he's just taking shortcuts. Earlier in the sentence he did use the term "dial advancement tokens".

Just bad terminology on his part.
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Anselmo Diaz
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Sphere wrote:
ColtsFan76 wrote:
Strategy article is up on FFG website. Haven't digested it yet to see if it has anything helpful though!


Fourth sentence in the article:

Quote:
"Getting one dial advancement token is fine, but the player who wants to claim the dial up victory will need to be consistently getting two, three, or even four dial advancements a turn. "


Sounds like the guy who wrote it doesn't even understand the rules.


Actually, he does, I think it's all a misspelling. He says:
'but the player who wants to claim the dial up victory will need to be consistently getting two, three, or even four dial advancements a turn.'

But he means 'four dial advancement tokens a turn'.

And later on he states:
'Gaining four dial advancements is excellent, but nets you nothing if any other player gets the same. You need to be the god with the most dial advancements to gain the extra tick of the dial.'

Which shows he knows the rules.

PS the article is very interesting.
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Echtalion wrote:
...Which shows he knows the rules.

PS the article is very interesting.


Ah, maybe I'll have another look then. I stopped reading when I hit that point.

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Tom Hancock
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Some interesting ideas in there but I disagree with a lot of his "tips." He talks about a nurgle dial victory as if it is possible, which it isn't if you are playing against 3 other competent players. He doesn't mention nurgle's cultist upgrade, which is really strong and helps nurgle with his VP victory through ruination- which is where nurgle really shines.

His Tzeentch tips include using teleport to move a cultist out of a region- what a waste of one of the stronger cards in TZ's deck! For the same 1 power point you could just move the cultist by hand. Teleport is great for colonizing the other side of the board, or moving other people's dudes around as a defensive measure or to ensure yourself a double dial advancement if you are going that route (I don't often try for a dial advancement win with Tzeentch but the faster you get an upgrade with him the better).

I won't comment on his slaanesh tips since I haven't played as slaanesh yet...

It looks like this is the first in a series?
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brian
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It is a series and this one is focusing on Threat Dial wins. So it is going to tell you how to win that way. For most games, Nurgle won't go after the dial win. It would be interesting to see a wrap up article that compares and contrasts each god with the 3 victory paths.
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hancock.tom wrote:
Some interesting ideas in there but I disagree with a lot of his "tips." He talks about a nurgle dial victory as if it is possible, which it isn't if you are playing against 3 other competent players. He doesn't mention nurgle's cultist upgrade, which is really strong and helps nurgle with his VP victory through ruination- which is where nurgle really shines.

His Tzeentch tips include using teleport to move a cultist out of a region- what a waste of one of the stronger cards in TZ's deck! For the same 1 power point you could just move the cultist by hand. Teleport is great for colonizing the other side of the board, or moving other people's dudes around as a defensive measure or to ensure yourself a double dial advancement if you are going that route (I don't often try for a dial advancement win with Tzeentch but the faster you get an upgrade with him the better).

I won't comment on his slaanesh tips since I haven't played as slaanesh yet...

It looks like this is the first in a series?


I thought some of the tips were odd too. It suggests that you can 'protect' Nurgle's cultists by building military units, but that of course won't protect them since other players can always choose to kill the cultists anyway. I've only played twice, but it seems so far that everyone just kills cultists unless the opponent is Khorne.
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brian
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Yeha, you can't really "protect" anyone but you can deter them a bit. Khorne can easily go after Cultists with no retribution. You put a Plaguebearer in there and now they may start taking hits. It becomes a more expensive endeavour to keep going after the dial advancement tokens (if you are Khorne) in that region. So maybe you start looking elsewhere where you can sustain your attacks without such high risk of losing your warriors.

I think the articles are better suited to give you some other things to look at when playing. Everyone assumes Nurgle should just go for points since the Dial is a massive use of resources. But if you have some other ideas, you can keep options open and maybe strike down that path if the opportunity opens itself up.

Unfortunately, I can't get this game to the table enough with experienced players as competition. But I would love to set a goal to win with each god with each of the victory paths and see how it would work.
 
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ColtsFan76 wrote:
I think the articles are better suited to give you some other things to look at when playing. Everyone assumes Nurgle should just go for points since the Dial is a massive use of resources. But if you have some other ideas, you can keep options open and maybe strike down that path if the opportunity opens itself up.

Unfortunately, I can't get this game to the table enough with experienced players as competition. But I would love to set a goal to win with each god with each of the victory paths and see how it would work.


Yeah, I'm really liking this game so far, but my one concern is that it seems that Nurgle and Khorne are definitely encouraged to pursue one particular path to victory. I'm not sure why they would have designed the game this way as it would be more interesting if all the gods could go either way. In particular, I'm worried about Khorne. It is a lot of fun to play him no doubt, but he doesn't seem as strategically or tactically interesting as the other three.
 
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I look at Khorne as being in the game to appease your AT friends to play Eurogames with you

laugh

I will try a VP strategy with Khorne sometime after I've played this a bunch in the typical fashion.
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I stay away from strategy articles until I've formed my own ideas about how to play a game. The fact I read this one after only three plays indicates I don't that I don't think there are any deep secrets in Chaos. Nothing in the article made me think differently.

Everybody will understand what they should be doing with a given god after 2 or 3 games. The fun derives from executing well in complex and rapidly changing circumstances, and figuring out how your opponents will act.

It's a great game, but I don't think strategy articles will add much to it, because strategy is basically pretty simple.
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mattwran wrote:
Yeah, I'm really liking this game so far, but my one concern is that it seems that Nurgle and Khorne are definitely encouraged to pursue one particular path to victory.


Asymmetric games are tricky to design well. Even if each god had only one path to victory, and it differed from the others, I'd be happy. If there are in fact six viable paths, that's a bonus.

And hey, if I'm teaching newbies, I will probably take a crack at a point victory with Khorne or a dial victory with Nurgle. Great way to balance things a bit and keep it interesting!
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Tom Hancock
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If a khorne vp victory was easy, GW fluff fanatics would be complaining it wasn't fluffy. Nurgle dial victory could have been a little easier, but I find people going for vp wins encourages interaction. Nurgle trying to get in on other ruinations just feels right.
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"Every Board Game I Reach Is Dead"
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In the game we just played Khorne raced to a victory point win, but she (Khorne been my girlfriend) was also only 3 ticks from her dial victory too. The only draw back of dial victory for Khorne and Nurgle is that they need more ticks then the other two, I wouldn't say that it's any harder for them to earn ticks then any other power though (if anything Khorne was getting the most and scored 3/4 tokens per round). goo
 
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From what I've seen, it's easiest for Khorn to get two advancements in a turn.

Everyone else is very territory specific with theirs, and Khorn can take complete advantage of that, especially Nurgle.

As long as you don't care that your warriors may die every turn once turn 2 or 3 hits (when other players start playing offensively) you should be able to still get 3 or 4 advancement tokens every round.

The game seems to be well balanced for 4 players, as Khorn is there to keep the other players in check, but the Khorn player needs to understand this and hit everyone else equally. Not hitting someone, especially in their dial advancement location is detrimental to you, as a Khorn player.

Also, HIT SLANEESH EARLY because as soon as they get that 2 defense cultist the other players become a much better target. I think if you can prevent Slaneesh from getting their first tick in the first round it probably bodes best for the rest of the game.
 
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Scott Muldoon (silentdibs)
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Quote:
His Tzeentch tips include using teleport to move a cultist out of a region- what a waste of one of the stronger cards in TZ's deck! For the same 1 power point you could just move the cultist by hand.

Playing the Teleport in the region gives you one point towards domination, so it's not exactly the same.

BTW, Khorne victory by points is not that hard -- with all that fighty goodness (and Skull Thrones) you can dominate large sections of the board pretty easily.
 
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sdiberar wrote:
Quote:
His Tzeentch tips include using teleport to move a cultist out of a region- what a waste of one of the stronger cards in TZ's deck! For the same 1 power point you could just move the cultist by hand.

Playing the Teleport in the region gives you one point towards domination, so it's not exactly the same.

BTW, Khorne victory by points is not that hard -- with all that fighty goodness (and Skull Thrones) you can dominate large sections of the board pretty easily.


Not to mention the Bloodthirster upgrade. Ive seen Khorne win with points more than once.
 
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Tom Hancock
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One cool thing is that Khorne really wants to beat on Slaanesh early, which mirrors the traditional fluff hatred between those two gods. I don't really see the same thing between nurgle and tzeentch but maybe with more experience the reasons those two want to fight each other will become more obvious.
 
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