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Post by TrueRonin on Jan 10, 2011 3:17:40 GMT -5
I've gone over OTW-15 and found the contents to be a wee bit overpowered. I'd like to know what changes you have thought off, to improve the balance of this trial rule set, if you can disclose anything? The reason I'm asking is because I've come up with a very nasty combo og powers and abilities, that will make the hero in question a seriously troublesome customer to get rid off in a game. In theory he would slay Werewolves, Golems, Sturmaffen, Wendigo and the Green Man without blinking, and he would shrug off damage from a Tiger as well or only suffer minor injuries due to this.
The basic Template is an Elite OORD Agent. With Gris-gris, Medicine Bag and Totem of Eagle.
The Hero choice is Brute and the Superhero choice is Xenomorph.
Additionally, I gave the guy two Disabilites, that fit a theme, those are not important per se. But these two drawbacks gave me two additional equipment pieces from the Armoury. I added Sword and Prosthetic Arm (could have chosen Gauntlets to avoid drawback of the Arm).
This all turned the Hero into this:
M3, RC3, CC6, A4, S6, DR5, W4, AP4 Impervious (4+), Unstoppable + Heal self with Eagle Totem after death, Reroll Armour Saves from CC and AOE, Unnatural Prescence (3)
I mean, whoa... All I have to do is trade away one Detachment choice in order to get this guy. He looks a lot like Wolverine and the OORD agent isn't even rated a Supreme (which he should no doubt).
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Post by abbysdad on Jan 17, 2011 20:06:49 GMT -5
Clearly you have never met my friend the German Assassin Sniper. With the right gun and some good rolls he can put out Strength 12 or greater damage shots. He'll do that every turn, and if he's with a tank, then you will fail a roll eventually.
And then there's weapons with the armor piercing trait. Or, my personal favorite, the big template of Boom! from the artillery support special order.
Not to mention, if I see a guy like that which I can't kill easy, I'll go after the rest of your detachment.
I agree with you that you can make some fun and very powerful models with those rules. But I would hope two things are true of your games when you use them:
1.) You have a good story behind it and maybe you're out numbered.
2.) Everyone is having a good time.
The experience so far has been that the rules are not overpowered and that they're used in a fun way. But if you think that is not true, post your experiences here and let us know what you think.
Cheers,
Chris
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Post by Doctor Warlock on Jan 30, 2011 17:35:59 GMT -5
Having tried the Superhero Rules at length, both replicating Comic Hero's such as Captain America, Doc Savage, and the Shadow - AND working on the 1940's version of my own Character Doctor Warlock (the 80's version is for Pulp City).
I can honestly say, its not over powered - Captain America went down to a Strumaffe. Doc Savage to a bunch of Abgezhertsoldat, and the Shadow to the German Sniper Chris was praising.
Doctor Warlock in his first few Games turned into an absolute s**t magnet - its only when I got used to using him he started to be a worthwhile choice for me to take.
BUT (theres always a "big but" isnt there LoL) if people are simply going to "min/max" everything - then OF COURSE you can abuse things - and THEY WILL appear overpowered etc.
But then again, ANY miniatures game can be abused by someone with a "muchnkin" mentality.
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Post by TrueRonin on Feb 1, 2011 17:45:51 GMT -5
Thanks for the input Chris and Doctor Warlock. When I wrote this topic up, I was still in the planning phase of the game and was taken aback at the, to me atleast big shift in balance over these trial rules. I was trying to churn out the biggest and baddest mofo on the block to see if the balance was broken, and it appeared so to me. I will have to test the rules further when we get to play more games and get better into the general concepts of the rules, but so far they still seem wicked. I did have a few other templates in the mix, but especially the aforementioned example, as well as a hero with the Hard to Kill power, came up very badly. I like the statement that the game is supposed to be a "gentlemans game" where the idea is to have fun, while gaming. It's a great concept but IMHO a bit out of place in a game with a winner and a looser. To me half the fun in a game is trying to win over an opponent atleast as skilled as I am, while having a beer or two with him or her. But, for now I will just have to wait and see. You guys are probably right (given you've been writing the rules or playing the game longer than me), but I'd love to prove you wrong...
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Post by Doctor Warlock on Feb 1, 2011 18:29:57 GMT -5
I like the statement that the game is supposed to be a "gentlemans game" where the idea is to have fun, while gaming. It's a great concept but IMHO a bit out of place in a game with a winner and a loser All competative games/sports should be played with a gentlemanly and sportsmanlike attitude surely - every time you play, you run the risk of losing - no matter how competant a player you are. Cricket (for example) is often referred to as "The Gentleman's game" - and that has winners and losers . . . . . Maybe I'm too British.
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Post by varagon on Feb 1, 2011 19:56:10 GMT -5
What's that saying, "The goal is to win, the point is to have fun."
I may be off a bit, but you get the idea.
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Post by TrueRonin on Feb 1, 2011 20:48:50 GMT -5
I get you guys just fine... Consider my remark a tongue in cheek remark, with a sparkle in the corner of the eye. I enjoy the game for the company of a likeminded soul with whom I can talk of the hobby that interests me the most. Win or loose is moot if you're not having fun, I know.
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Post by Doctor Warlock on Feb 1, 2011 21:19:56 GMT -5
What's that saying, "The goal is to win, the point is to have fun." I may be off a bit, but you get the idea. Spot On!
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Post by abbysdad on Feb 1, 2011 21:43:33 GMT -5
I get you guys just fine... Consider my remark a tongue in cheek remark, with a sparkle in the corner of the eye. I enjoy the game for the company of a likeminded soul with whom I can talk of the hobby that interests me the most. Win or loose is moot if you're not having fun, I know. Let us know what you find in your games! We are interested in feedback. What will probably happen is we'll do something where the super heroes are a center point of the campaign and choices are balanced to reflect the fact that everyone has them. We hope that you do have fun with the rules. One of the purposes of OTW is to give players new conger regularly that wouldn't necessarily make it into a book. Which is why we did the superheroes that way. Cheers, Chris
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Post by Cilionelle on Feb 2, 2011 4:03:29 GMT -5
I think the biggest balancing factor in the bringing of a superhero model to the table is that your opponent should have one too...
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Post by Doctor Warlock on Feb 2, 2011 8:09:50 GMT -5
I think the biggest balancing factor in the bringing of a superhero model to the table is that your opponent should have one too... In my experience, not really - I've not really found the Supers to be unsurmountable, difficult maybe - but not unbeatable. I have been using these rules A LOT LoL!
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Post by Darkson on Feb 6, 2011 3:29:18 GMT -5
Have you guys used these in Bounty to make Jedi yet?
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Post by Doctor Warlock on Feb 6, 2011 15:03:19 GMT -5
Have you guys used these in Bounty to make Jedi yet? I mentioned it in this thread - darksondesigns.proboards.com/index.cgi?action=display&board=bountyinfo&thread=2514&page=1Star Wars.The Basic "Classic Era" Troops were the easy part. We took the Empire as Mercenaries, the Rebels as Pirates, and the Bounty Hunters as (guess what) Bounty Hunters! Alien Races wise everybody went wild with this one (as you can imagine) - and due to the nature of the Star Wars Universe, no-one really gave a hoot as we didn't want it to get in the way of the fun. Jedi were a bit trickier - but thankfully DD had already come to the rescue with the AE-WWII Superhero Rules from OTW #15! We used the Bounty Hunter "Head Taker" profile for Jedi along with with the following Super Hero traits - Perfect Weapon, Swashbuckler (the Bonus only applies to his Lightsaber), Out of Nowhere He Arrives, and Servant of a Higher Power. The Servant of a Higher Power gives the Jedi the ability to avoid damage on a 5+ - which nicely represents the amazing Jedi Reflexes! We treated Lightsabers as Swords with the +1 Str bonus that a Shock Glove gives - and it seem's to work nicely. Giving the Jedi an "edge" (no pun intended) without being overly powerful. Hero-Type choicess in all these sort of Games is (and quite rightfully so if you ask me) a matter of individual taste - all I recommend here is to "keep it real" in the respect it fits well with the milieu your games are set in - but don't let the minutia of things get in the way of playing your games! My Star Wars "Bounty Hunter" Two Man Crew is (so far) Undefeated - when my opponents first saw me put out Boba Fett and Bossk on the tables their faces told me I had an advantage (if only a psychological one). Having used them a few times now, its working quite well!
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