So, had my fifth game of RK tonight and I think its time for some - TopicsExpress



          

So, had my fifth game of RK tonight and I think its time for some educated feedback. My opinion is that there *is* a good game in there somewhere, but this incarnation has missed the mark. Firstly, there is too much fannying about moving counters around. It would be fine for a couple of objectives, but the majority seem to involve this. I would really have liked to see some take and hold or king of the hill style objectives to spice things up and have games where people arent simply trying to run past each other. It also irks me that you pick your cadre *before* picking the mission. In a game with so few units your game can be hugely hindered right from the off. Being able to tailor your cadre to the mission at hand would prove much less frustrating and likely would lead to faster games, which brings me on to my second point........... ..........the ready queue. While it is a nice gimmick, I find I am just constantly cycling the same units and occasionally putting a cypher in there to get some esper going. Why? Because getting an activation out of suspect 7 is way, way better than activating my diamond corps. This appears to have the effect of making all but four of your units pretty pointless. At best they are back up, at worst they are VPs for your opponent. It also has the nasty effect of making the game absolutely exhausting and with no turn limit, the game just becomes a horrible grind to victory (or defeat) that lasts for ages. 50pt game tonight, with minimal time spent on breaks/rules flicking, took nearly three hours before someone got 8 VPs. Thats nonsense for a skirmish game and it wasnt fun for either party for the last hour or so. Hell, I even considered letting him kill Magnus at one point just so the game would be over (cajoling by onlookers made me act otherwise, but Magnus still got pummeled by Lug in the end) Thirdly, Guard is too good. Being able to simply stop any attack in its tracks is not only boring but deeply frustrating to whomevers hitting you. My opponent tonight could not touch Suspect 7 or the diamondback for most of the game, so there was very little to stop 7 running about and doing my objectives as long as I kept transferring esper to her. Fourthly, the game seems horribly imbalanced and has some of the worst match ups Ive ever seen. A great example was tonights game, Magnus cadre abiliuty (grants esper thief to everyone) meant that it would be nigh-on impossible for my opponent to achieve his primary objective (the essence one, requiring lots of infuse actions), so he didnt even bother trying. That is really quite bad. I feel the same about secure tokens, faster enemies generally have no problem whizzing up and removing them which leads to a horrible foot-slog across the board (takes ages if youre Corsairs!) As I said before, there *is* a good game in there somewhere but they need to pull in some of the gimmicks and diversify the objectives. My personal thoughts on what would make me enjoy the game more are: - diversify objectives and allow a re-flip if desired. - pick cadre after objectives - scrap the ready queue and go for good old fashioned I go, you go turns. - Make guard less powerful, not by increasing the esper cost (as its already generally pretty high) but by simply giving you unbreachable armour or something. Armour that cant be affected by pierce or be simply ignored. I feel these changes would fix my fourth point somewhat. All this is just my opinion, obviously. If youre not as disappointed in it as I am then consider me jealous! Ill still keep playing this in the hopes my suspicions on the game will be disproven, but five games in and all have followed the same flow of frustration and boredom does not give me high hopes. YOU READ IT, YOU CANT UN-READ IT.
Posted on: Tue, 09 Sep 2014 22:50:45 +0000

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