Switch Theme:

Balance Issues?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Satyxis Raider






Seattle, WA

Cryx hae some very simple, powerful abilities that at the earlier learning stages make it look really OP. Lots of stealth, incorporeal, debuffs can really throw newer players off until they learn to deal with them.

I also think that alot of the models are really good on their own. So again, easy to run early on. Other factions usually require a UA here and solo there, etc, to really start to come together.

Third and finally, Cryx don't really have a bad caster. And most of them are very good. So it is hard to choose a "weak" one and suffer from it. Other factions seem to have at least one or two that are considered subpar and/or difficult to play with.

Overall though, the game is pretty well balanced. The balancing part only really comes across at the highest levels of play. For the vast majority of players it isn't so much about balance, but learning the other persons army and what you need to do to beat them.
   
Made in us
Dakka Veteran





Balance? Even in Chess, and Checkers one side has a slight advantage over the other.

   
Made in us
Arch Magos w/ 4 Meg of RAM






Wagguy80 wrote:
Even in Chess, and Checkers one side has a slight advantage over the other.



huh?

Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

 Grundz wrote:
Wagguy80 wrote:
Even in Chess, and Checkers one side has a slight advantage over the other.



huh?


A pre-determined side(White in Chess, Red[or whatever non-black color your set uses] in Checkers) always goes first. There's certain strategies in both that revolve around going first.

This message was edited 1 time. Last update was at 2013/03/19 14:41:49


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Posts with Authority





South Carolina (upstate) USA

 Grundz wrote:
cretinator wrote:
Thank you guys.. yeah after a terrible day of 40k I'm really thinking about either selling them off or seeing if I can get an army swap for WarmaHordes. The balance in 40k is just sooo bad. I mean there are literally players in 40k that I love as people but I refuse to play them as I know my army has almost no chance of beating theirs.


I went the same route, though I usually won at 40k, it just stopped being fun

common analogy I throw out, 40k is checkers, warmachine is chess, you have less dudes, and they do different things, but its all about protecting that king.

I dont see much imbalance in WM, there are a few a-hole lists like winterguard+conquest or ehaley+stormwalls, ect. that will seem insurmountable when you start, but that is largely because you are really encouraged to play the hell out of warmachine. There aren't tons of ambiguous things like warhammer vehicle-turning to gets extra movement, but you are expected to try and pull out all the stops and use everything at your disposal, while knowing something about your opponents caster/army, to win. Games that I'd just call on turn 2-3 I'm turning into assassinations because of things I just didnt see before


QFT. My buddy and I had our first game go somewhat like that. My Chargers shooting was poor, his lights were tearing mine up. At this point it was looking bad for me. Then the heavies came in, my Ironclad mauled his Crusader and one of his lights, opened up a charge lane from my caster to his. I charged, took half his damage with one good hit, readied a second swing. Game looked to be in my favor. Second swing failed to damage, I was out of focus. His casters turn came and he killed mine.


Whats my game?
Warmachine (Cygnar)
10/15mm mecha
Song of Blades & Heroes
Blackwater Gulch
X wing
Open to other games too






 
   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

 Platuan4th wrote:
 Grundz wrote:
Wagguy80 wrote:
Even in Chess, and Checkers one side has a slight advantage over the other.



huh?


A pre-determined side(White in Chess, Red[or whatever non-black color your set uses] in Checkers) always goes first. There's certain strategies in both that revolve around going first.


And strategies that revolve around going second.

(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
 
Forum Index » Privateer Press Miniature Games (Warmachine & Hordes)
Go to: