Enter Smith wrote:I am not sure if you are aware, but I am stuck with a lot of armies on two lightening bolts and no way to escape.
The map clearly states that lightning bolts are for bombardment only. This isn't the only map where armies can get "stuck" if you move them to a bombardment-only territory.
Enter Smith wrote:I am not sure if you are aware, but I am stuck with a lot of armies on two lightening bolts and no way to escape.
Yes that is working as intended. The lightening bolt used to reset to 3 neutral and was changed to just reduce by 2 per turn. This allows you to not "waste" a bunch of armies but the change does trap them there and I think that is an OK thing...
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Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
AndyDufresne wrote:This map is not my kind of pickems, but I appreciate the diversity brings to our selection. Maybe I'll get at least one game on it... --Andy
Yep, concept maps like this aren't everybody's cup of tea. But it's nice to have something different available as a distraction. I was having some fun yesterday trying to visualize this map as a land based map with the monsters replaced by land, the wizards replaced by heavily fortified bunkers, and the powerstones and spells replaced by capital cities with artillery and paratroopers. Maybe I'll mock that up and post it just for fun.
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Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
Dako wrote:By the way. Most of the team games have no strategy here. First to get a monster and powerstone wins 90% of the games. 10% he gets bad dice.
Hmmm interesting, so far what I have seen is that any team that works together stacking to do what you have suggested as strategy is competitive and can win. It's the teams that don't work to get the bonuses early that end up loosing.. In my opinion this is pretty much how all team games on all maps work. I will take a look at some finished games logs and see if this is indeed true that it happens 90% of the time.
What I am more surprised about is how much fun I find fog of war on this map considering I normally despise it.
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Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
I have noticed that by having the lightening bolts simply drop by 2 that players are sort of getting stuck on that spell and must sit through several turns of a losing game before they are eliminated. This is causing games to go longer than intended.
Possible fix....
I propose putting lightening bolt back the way it was... resetting to 3 neutral every turn... but to fix the original issue that you can't get your forces off of lightening bolt I propose changing both spells, mind blast and lightening bolt to allow them to assault the powerstone that they are linked with. This would allow players to use either spell and with mind blast they could choose to advance their forces or return them to the powerstone with lightening bolt they could bombard till they are out of forces or return the forces to the powerstone.
ANY THOUGHTS?
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Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
I don't know. Part of the attraction of the spells was (to me) that you had to consider how many troops you would advance on them, because you could not get them back. Now if you can just move the troops back from the spells it becomes too easy to use them.
There are lots of maps where you can get "trapped" on bombardment-only territories. Poland, Waterloo etc. I don't think it's a big deal.
I don't know. I don't like the ability to move back and forth, for natty's reasons. But when you think about it, you can basically do that now with Mind Blast (as long as you control the nearest runebound monster), so why not have the ability for Lightning Bolt? Through all the games I've played on Monsters, I've never used Lightning Bolt, but I might if I could get my troops back. Then again, that might make it TOO powerful.
I think you just leave it as is. Being stuck there is no problem for me.
And about team games - I meant every team chooses the player they stack on. After that he goes for the monster/powerstone and the 1st one to get better luck wins the game (because he can assault the other monster and it is not that hard). So this map is nice, but there is not strategy involved for team games. Maybe for singles, yes, but not the teams.
I agree about the not moving back for lightening bolt ... i know that i do use it and used it before when it reset to 3 to clean people off of powerstones ... it seems alot easier to do that now and less of a strategic decision...
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!