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Reply: Twilight Imperium (third edition):: General:: Re: What's everyone's thoughts on Mech units?

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by garfielder

fahbs2000 wrote:

Solan wrote:

Am I right in assuming you don't play with the Artifacts optional rule from Shattered Empires, then? We do and often have cause to not only want to hold Mecatol Rex, but also as many Artifact planets as we can grab, plus defending our own Home World(s) and sometimes conquering another player's Home World or destroying his Space Docks.


No distant suns, leaders, or artifacts, no.

Would anyone think it unbalancing if mechs were susceptible to bombardment? I can see not allowing action cards to eliminate them, but without bombardment it's kind of crazy dislodging them. More than one mech unit with duranium armor? Yikes!


In short - there are usually opposite problems.
1.) How to hold something when fleet of 2 warsuns and 3 dread some and bombard everything (this is EXTREME CASE)
2.) How to take something when 4 mechs with duranium and bunch of gf holding it (this is EXTREME CASE)
Both of the cases are extreme.

In general answer should be - don't let it happen.
If you have one planet that is key for whole game with 4 mechs and person has duranium - then problem was way before. Same as if you allowed fleet of 2 warsuns to come to you with dread on top of that- yes problem is way before.

It is not as easy to get 4 mechs to one planet that is key. (Unless it's homeworld.)
Unless you build space dock there and build them all at once. Because usually you end up having build them over period of time and they don't travel as one giant pack. So it takes time to allow all of them to gather in one place and everything else is less protected.
And how you take this - well bring your own 4 mechs with armor I guess.

Mechs are optional rule - if you feel like they need to be fixed - just don't use them - that would be my method. Doesn't mean it's only one. Hell - I am sure someplace there is a person who allows gen synthesis to be used with mechs - and who are we to deny them :)

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