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Post by whiteumbrella on Aug 6, 2021 19:18:48 GMT -5
All good points, yeah. I was also evaluating based on a more optimal Marines set-up: Four MC's, maybe some SC's that can actually fight (Security Guard, Security Chief, think those are the only ones...) as opposed to either a Predator Hunting Pack or a Marine Fireteam.
Was going to ask about Predator Loadouts, but realized that a) they're already pretty customizable, and b) if the Loadouts don't grant special abilities, there'd be no point at all.
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Post by Axlotl on Aug 15, 2021 16:25:20 GMT -5
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Post by Axlotl on Aug 19, 2021 16:09:39 GMT -5
The primary theme for Aliens in this set is diversity. Rather than building around one or two primary alien types, you'll be rewarded for having a good mix of different aliens, be they hybrid types or molted forms. The Prowler ties into this by being a powerful inclusion in an alien swarm that is rather mediocre in multiples. You can also expect to see some support for Mutations and Alphas.
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Post by whiteumbrella on Aug 22, 2021 13:51:13 GMT -5
Wow, those are nice. Queen's definitely helps with the whole 'diversity' aspect, since it mandates it, and the Genetic Experiment is scary as hell. The only saving grace is that you can't pump your groups with it, but if you have a good enough Mutation, you might just separate them out for the benefits... overall, love 'em. And I'd gladly run a tri-pack of Prowlers and lock down the unlucky Marine(s)/Predator(s) that got in their way..
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Post by Axlotl on Aug 23, 2021 17:00:16 GMT -5
A co-op themed set is the perfect time for the UPP to debut in the CCG. Originally from Gibson's unused Alien 3 script, the UPP have shown up in various extended media recently, including Aliens: Fireteam Elite. The UPP will functionally be considered Rogues in the CCG. Also, I'll be playing Aliens: Fireteam Elite on twitch on Wednesday at 7 central, with episodes going up on youtube starting the next day. www.twitch.tv/aphanaphiswww.youtube.com/channel/UCF_ZQvykZNReL0ys4J7uBEA
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Post by Axlotl on Aug 24, 2021 18:28:49 GMT -5
How about a few Fireteam Elite specific previews to celebrate the release of the game?
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Post by Axlotl on Aug 25, 2021 19:10:00 GMT -5
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Post by Axlotl on Aug 30, 2021 3:24:43 GMT -5
How about everyone's favorite tag team of interred murders?
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Post by Axlotl on Sept 5, 2021 13:32:25 GMT -5
Each Fireteam Elite campaign gets its own Objective card.
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Post by Axlotl on Sept 9, 2021 23:59:02 GMT -5
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Post by Axlotl on Sept 16, 2021 14:13:48 GMT -5
One of the major sub-themes of Fireteam is Attachments. This includes a minor rules change for Attachments: subtypes. Every Attachment from now on includes an additional resource for the subtype. When a card effect allows for multiple Attachments on an Item, you cannot combine Attachments with the same subtype. Each subtype also prevents the respective attachment from being combined with certain named pre-existing attachments. This is because already printed Attachments are NOT receiving errata for subtypes. Subtypes: Armature Barrel Magazine Muzzle - Cannot be used alongside a Compensator, Suppressor, or M237 Enhanced Silencer Optics - Cannot be used alongside a Rail-Mounted Laser Sight
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Post by whiteumbrella on Sept 16, 2021 21:43:57 GMT -5
Besides simplicity (ie, tracking), is there a balance reason that you couldn't just say, "Each non-attachment Item can have one Attachment of each subtype"?
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Post by Axlotl on Sept 17, 2021 23:34:39 GMT -5
I try to stay away from functionality changes to the existing rules when possible, so I wanted to preserve the 1 attachment per item situation of the base game, while allowing for expanding into multiple attachment situations when cards or scenarios call for it.
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Post by Axlotl on Sept 21, 2021 14:18:56 GMT -5
A few cards for campaign 2: Giants in the Earth.
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Post by Axlotl on Sept 24, 2021 2:58:16 GMT -5
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