jace
Newborn
Posts: 36
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Post by jace on Nov 30, 2007 7:42:17 GMT -5
It's great to see more people interested in the game. There's not to many where I am. A few people have asked me questions so I'll try to answer them Galamorzu, my Resistance deck is an Importance win deck with 3 Sarah Conners, 3 Tech Noir and 3 Police Stations in, plus some Investigative Reporters. The Skynet deck has a Medium Assualt Infiltrator using claws. Always seems to draw 'Inhuman Resiliance' or 'Ineffective Weaponry'. Nynax, I'm really just looking for enough AvP cards to make 3 playable 40 card decks, one of each of the factions. I'd be quite happy if they just contained C/U's and I'd be willing to buy/Trade for them.
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Post by galmorzu on Nov 30, 2007 9:46:48 GMT -5
Mobile Assault Unit is totally useful, even without those gatling guns. First, he's a Terminator, so he's not affected by damage tokens. Also, he has really good stats (and a nice armor rating). But best of all is his effect text. He does not suffer movement penalties due to outnumbering!
Coupled with not slowing down or taking a hit to your to-hit roll when attacking if you have damage tokens, this dude was just built for rolling into a group of Resistance, levelling a few devastating attacks, taking the hits, then just rolling away afterwards to get healed up, no matter how many guys were at the site.
He's perfect for causing some damage and distracting the Resistance while you get some H-K's up and running, or your other Terminators equipped and ready to go.
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Post by vadersson on Nov 30, 2007 10:29:53 GMT -5
I have a fantastic but brutal Resistance deck which specializes in using only small arms. Using what I had set up, I could have a single character make 8 attacks a round for 10 damage each. Ok, how about sharing? I can figure out how to get 10 damage pretty easily, but 8 attacks seems a but excessive. How did you do that? Thanks, Duncan
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Post by galmorzu on Nov 30, 2007 12:14:06 GMT -5
I have a fantastic but brutal Resistance deck which specializes in using only small arms. Using what I had set up, I could have a single character make 8 attacks a round for 10 damage each. Ok, how about sharing? I can figure out how to get 10 damage pretty easily, but 8 attacks seems a but excessive. How did you do that? Thanks, Duncan Oh yes, it IS excessive, and my friend hates me for it. ;D I remember it used a card to let you duel-weild small arms, and used the barettas (I think) which allow extra shots. A couple of other cards, too. I'd need to see if I can find that deck again. It was so much fun.
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Post by Axlotl on Nov 30, 2007 16:05:15 GMT -5
I think it really hinges on how you use Reese, Resistance plays best when you play conservatively, imo. Bingo. Actually, I have two good rules of thumb when playing Resistance, and you don't need any rare cards. 1) Starter Pack Reese pwns if you use him right. Use the right combos and his special effect text will be the bane of the Terminator player. 2) If you're playing offensively, hit the terminator fast and hit him HARD. Give everyone that can fire a weapon one (going off of the starters), and load up any ammo you can. Have everyone attack him at the same time. You might lose someone in the firefight, but that much incoming damage will seriously wear him down fast. Once he plays his resistance/power increasing cards to block damage, youcan start pinging damage off of him. Even a few hits getting through means his speed and power go down next turn, so he's easier to hit, and takes more damage with hits. Attacking enough to force the skynet player to play out all of their resistance increasing cards is the trick. Once they're gone, the terminator will fall pretty quickly to a concentrated attack. Toss in some damage modifiers and he's toast. Or slag, whatever. BTW, if anyone can make a winning deck built around those mission cards, let me know. I'd love to hear about. Missions were one of two huge things I was very disappointed with in the game. What was the 2nd disappointment? Also, yeah, missions seem rather weak. An interesting idea for a scenario could be to use mission points like a sort of currency, purchasing extra benefits or something, instead of a win condition.
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Post by galmorzu on Nov 30, 2007 18:33:11 GMT -5
In theory, Mission Points are fun, but I don't think there were any cards (actually, maybe a couple) that were worth playing. They were all so difficult to use, usable only under very strict circumstances, that it was a headache to try and get the points to win.
I wanted stuff like, Rotate an Investigative Reporter at a location with Communications after being in the same location as an Infiltrator to gain 3 mission points. That's a really rough idea, but fun stuff like that.
Evacuate a police officer at the same time as a supporting character worth 2 or more importance and gain 2 mission points (making sure that important person is protected when they go on the run).
Stuff like that I think would have been a lot more fun to use. As it was, I can't even LOOK at those cards without getting a headache.
Anyway, the second thing that disappointed me was the entire Future War setup.
How things were built. I can't tell you how much this irritates me to this day. Originally, you rotated a particular drone for a build token. You spent these tokens to "buy" new units. Precedence thought it was too confusing, so they changed it so that you needed a drone for every point of a unit's build cost, basically. And considering how hard it was to find just common drones in 9-card packs, how were the average players expected to build things like H-K's?!
You needed a dozen drones on average to be able to build a good number of things during a game. I bought TONS of boxes of this game (okay, maybe just like 8 or so), and you know how many drones in total I got? 15. Just enough to build things in a system where rotating a drone puts in 1 production point for that turn.
The whole build system, I feel, was completely screwed up, and I said back then that it didn't work and it took the fun out of building things, but the higher-ups said, "Too bad, we need to simplify, simplify, simplify. You just don't like it now because you're used to the other way."
How many years has it been now, and I think I hate it even more NOW then I did back then. It is one of the main things that ruined future-based games to the point I can barely stand playing them. And it's not like you can easily just play drones this alternate way to generate tokens, because the cards we made to keep tabs on the overproducing SkyNet player were all scrapped or modified to the system there is now.
But what're you going to do, right? This is why I'm here, to tell you fun stories like this!
Here's a quick positive one. The Ground Assault H-K was original Speed 2, Power 10 or 12 (with a few points of additional armor) or something insane like that. It was the first character to have a double digit stat. But despite how cool that looked and how much I wanted to see that in the final game, I had it changed. Basically, they were so dang hard to take down, so I thought up a great idea based off of what I saw in the movie. Two hits from a plasma grenade took out the ground H-K, so I said lower the power by a few points and raise the armor.
It still resists just as much damage, but a plasma grenade, which ignores armor, should be able to drop it down to a few points of power left. One more, or even just some powerful weapons fire, should be able to finish it off, just like in the movie. We playtested it a lot that way, and everyone loved it. it worked out much better, and was a lot of fun seeing players start looking for ways around armor to finally hurt it.
Oh, and Lt. Ryan? I just wanted one of those charismatic "good guy" military figures in the game. In my mind, he's not just a good, strong leader, but he's a good guy at heart and his people would do anything for him, as he would do anything for them. Hence his effect text. You can always feel good using his character, because I designed him with the idea in mind of the good guy-type that everyone can look up to in those dark times (you know, the guy who gives that pat on the back when it's needed, or makes sure his troops all have food and blankets before worrying about himself).).
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Post by Axlotl on Nov 30, 2007 23:42:01 GMT -5
you know, that entire production system is what i was going to guess. It does really ruin the future war scenario. in my experience, to run an effective production deck, like a third needs to be drones, and another good 3rd has to be shit to build, and thats really not fun at all, having so many random characters around. I think I might try out the other way, just for shits and giggles.
If I ever get around to doing a terminator fan set, and i have been tossing that idea around, i'm adding that in, and errating the old drones. the checks and balances needed would be in the new set.
I like the missions you describe, thats kinda what I'm trying to achieve in AVP with the Objective card type I made for my newest set. I imagine them as having 2-3 sections, depending on the Objective. First, a TASK lays out what you need to achieve to complete the objective. Secondly, a REWARD well, rewards you. Last of all, about 2/3rds of them have a DURATION that dictates how many turns you have to complete it. I added a specific phase to the rules where these are played on the table, as well as an "Upkeep" phase where Duration decreases, and any multiple-turn based effects occur. (Heat Exchanger, Self Destruct, etc.) Since those kind of cards are a bit ambiguous in their wording, imo.
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jace
Newborn
Posts: 36
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Post by jace on Dec 1, 2007 4:40:04 GMT -5
I must admit I've not played the future wars scenario yet, I've only just managed to get hold of a 'Drone Reconditioning Facility' in my second booster box.
I'd love to see a Fan-Based expansion for Terminator CCG. I mean, there was some mention of a Judgement Day expansion in the rulebook but I've never seen it, does anyone know what happened to it?
I'd love to see a T-1000 Skynet card and Sarah Conner as a Main Resistance Character and maybe even a Main Resistance T-800!!!!.
I'd also like to see an event card that enable your 'Hacker' to take control of the Skynet characters Infiltrators.
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Post by Axlotl on Dec 1, 2007 15:10:23 GMT -5
The CCG was canceled after the initial set. I think Judgement Day never made it past development, so theres not much to go on, unlike Atmosphere.
I did make a T-1000 idea, I think it's on the old forums. I'm gonna go check.
I personally think the Future War starting locations where rather hard to find for being uncommon, as well.
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Post by Axlotl on Dec 1, 2007 15:12:45 GMT -5
Heres the facts, mostly or entirely from Galmorzu:
1. Judgement Day was split into 2 sets, each about the size of resurrection.
2. Featured key characters like the T-1000, General John Connor, the resistance terminator, and the younger John Connor of 1995.
3. Set was never fully designed, many key characters (T-1000, Gen. Connor, resistance terminator) were never finished.
4. Featured a female Covert Ops character. An assassin of sorts.
5. General John Connor was in the Recon/Security regiment.
6. Black Knight, a reistance covert ops soldier, whom was part cyborg (Rebuilt with skynet machine parts), was to be released, and was an ultimate badass. he was a prototype for Covert Ops' secret weapon program.
7. A demolitions unit of terminators was created. They had drill attachments on their arms, and were very brutal, but ass in ranged combat.
8. There was an amphibious terminator, but it got cut.
9. Bishop III, covert ops. Was a good card.
10. Flooded Crevasse, a submerged location cut from premiere, MAY have made it into the set.
This is all i can find for this set. Most is from Galmorzu on AVP World's forums. This is my T-1000 card.
T-1000 Prototype Model 5 Speed 8 Power 6 Infiltration 18 Production Terminator-Skynet-Prototype-Infiltrator-Lethal-Marksman-Tactics-Liquid Metal May not use implants. Does +2 damage in melee combat at +1 to hit. May move through barriers as if they weren't there, but T-1000's items may not, and are dropped. At the end of the search round remove 3 damage from T-1000, unless it took enviromental damage this turn. "It can reform from all but the most devastating attacks."
T-X, Advanced Prototype 5 Speed 9 Power 5 Infiltration 20 Production Terminator-Skynet-Infiltrator-Prototype-Lethal-Marksman-Tactics-Liquid Metal-Hacker-Programmer Armor 3. May declare a long-ranged attack doing 3 Enviromental Plasma Damage, or a short-ranged attack at +2 to hit doing 1 enviromental Fire damage. During the search round, rotate T-X at a location with a Skynet Character or Vehicle that has 0 speed and roll a D6. On a 4, 5, or 6 you are now in control of that card. Vehicles controlled by T-X do not need to be locked down to move or attack. "I like your car..."
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jace
Newborn
Posts: 36
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Post by jace on Dec 1, 2007 18:18:41 GMT -5
Sounds like there was going to be some good ideas in the Judgement day expansions. It's a real shame they never made them.
I'd have loved to have seen the Resistance Terminator and alot of the other cards Galmorzu remembers.
I like the Idea for the T-1000 , not so sure about the T-X, still not sure how much I liked the 3rd film and if I view it as being part of the Terminator universe.
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Post by akreder on Dec 1, 2007 23:22:04 GMT -5
I have a case and a half of unopened booster boxes and tons of extra rares. Let me know what you need or want.
Thanks
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jace
Newborn
Posts: 36
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Post by jace on Dec 2, 2007 2:24:24 GMT -5
I'd certainly be interested in the rares, I'm trying to collect the set.
I've just picked up another booster box, so I'll let you know what I need after I've got it and been through it.
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Post by galmorzu on Dec 2, 2007 2:28:17 GMT -5
Haha, you know, a second Lt. Ryan would be awesome. Out of all the boxes I got, I never found one. I got mine from a friend in Portugal. ;D
But cards from the expansion...I remember we made these ginormous flood/landing light items that you could set up at locations (particularly in the future) to do something neat. Affected Aerial H-K's somehow I think...Ah, it removed the Dark resource for one thing, that alone was nice.
We also had those police nightsticks that Sarah used to beat the tar out of the night guard in the second movie. They basically let you attack supporting characters to knock them out instead of killing them, so you had a way of safely taking out any of the Skynet player's followers.
I wish I could remember more, but I think the only T2 expansion spoiler I had from WAY back was lost when I got a virus years back. There were a few more neat formations, but I can't recall wat they said...
But yeah, anything regarding major characters from the second movie, we hadn't even touched yet. We discussed some general points (John Connor adult was to be a main character from Recon/Security, but John Connor boy was a supporting character), but really nothing more. We spent some time on the T-1000 but he was either underpowered or grossly overpowered each revision, so it was decided to shelve him for a bit, maybe for the second part of Judgement Day.
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jace
Newborn
Posts: 36
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Post by jace on Dec 2, 2007 4:22:00 GMT -5
Yeah, I assumed Gen John Conner would be a Main Character and the younger version would be supporting.
Not thought about those nightsticks, good idea that.
By the Way, where did the images come from for Terminator CCG, I know some are out of the film itself of course. However, others such as the retractable claws I've never seen before.
Changing the subject slightly, I've got a couple of rules questions -
When you play Medium Assualt Infiltrator in the Termination Scenario, can you still look through your deck for an implant and if you can would this effect the turn the Skynet player started on?
Can you have extra Resistance Main characters in the Resistance deck and if so how do you play them? I can't seem to find anything about this in the rulebook.
Thanks
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