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Made in us
Longtime Dakkanaut





Myrtle Creek, OR

Teratons and Nameless listed so far.
Zees and Asterians, I think, are the other two teams.

http://quirkworthy.com/

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Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

Wow. Those rules...wow. I expected Teratons to rock. Can't say that I'm surprised at how good they are on paper. Nameless as well...two types of guards that work together for nasty, NASTY combinations. I'm seeing potential 6-man teams containing two of each type of Nameless.

Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


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Made in us
Longtime Dakkanaut





Myrtle Creek, OR

Only big drawback I can see for either team is their lack of dice and cards.

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Made in us
Cold-Blooded Saurus Warrior



E. City, NC

Season 3 seems like a bit of a power creep. I don't know how a die and card on the Orx starting sheet are gonna shift the balance against the Teratons. Nameless look like they'll be the best team running, dethroning the Judwan as the top dog.

I reserve a bit of judgement altogether, as I hope teams like the Zees do well against finesse teams, but suffer to bash teams, same with Asterians. I don't know if its quite gonna pan out that way though. The worse case scenario will be that a given team fairs better against all teams individually then another. That would be something that needs fixing
   
Made in us
Cold-Blooded Saurus Warrior



E. City, NC

After running some one-offs, Asterians seem out of control since in those situations, you couldn't care less if there was one guy left on your roster as long as you won.

If folks are getting different results, please post it, cause I'm not seeing where this game is overly balanced in one-offs
   
Made in us
Longtime Dakkanaut





Myrtle Creek, OR

We've tried Teratons and Nameless vs. Human team to gauge skill difference. Both new aliens were cool and different. Did not feel overpowered and humans landslide won the games. I suspect after some more play the aliens will be better at holding their own (some bad dice rolls doomed the one Nameless team).

Edit: Also have given Zees a go (using the new 2.0 version of that list). While I like the Zee concept, the It Wasn't Me (IWM) rule is really 3 different rules glued together. That gives the Zees, in effect, 5 special rules (3 if you count IWM as a single rule).
Start adding in upgrades as Zees progress, and they're going to start bogging down quickly. Even one-off games will be slower where Zee fouls are involved.

Foul example.
My Zees foul twice on the same token (we'll say Sneak and Stomp). Opposing coach has to pick which Foul to call since you only get one.
He pauses a moment to see which of my Fouling guys being sent off would be most beneficial to him. He makes his choice.
I say, fine, pick a guy 3 hexes away from the action and say he's the target of the Ref Check. I take a couple of moments because I've got different skills on my Zees and don't want to trash a valuable guy if I can help it.
We roll the ref check and my targeted player is about to get the boot.
I then roll a save (my term) and might conceivably avoid being Sin-Binned altogether.

Really hope Mr Thornton picks one of these effects (Only one Foul!; Nominating another Zee to be blamed for a Foul! OR a saving throw against being Sin-Binned) to help keep things a little simpler.
Any one of these is a cool idea. All three in a single rule (or as 3 single rules) start to clutter the Zee play style.

This message was edited 1 time. Last update was at 2013/07/14 21:10:29


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