TIGGERR
11-13-2006, 12:59 PM
I had a tourney this weekend and 27 games of my own with the new set V. I'm come to the conclusion that the WOTC has been very sneaky by slipping the support units into the mix. Now I've been playing since A3M came out and been on several forums as well. I have read many posts concerning the POWER-CREEP and read even more posts about how it can't happen and stop WOTC from doing anymore. It seems that WOTC has listened but has tried to pull a bait & switch with us all. They have done well in not make any-one individual unit uber in power thus causing the power-creep, they went one better and turned every unit into uber units.
Heres how:
Headquarters-is a very powerful unit when in the hands of Allies because if you take quads, motors, and flamers the first strike ability with HQ's are devastating. This is so because I won 8 games in a row by doing that just this combo. Axis don't really get much out of the HQ but don't get me wrong used right it can help you get powerful tank first shots off.
Fuel Depot-is one way to even out the speed difference between the Axis and Allied forces. The Allies just get faster and the Axis just get to catch up to the Allied vehicals. It would seem that is more for the Axis and not the Allies.
Ammo Depot-now heres the biggest problem ever to face the game to date. Not the 5/5 infantry or higher, planes and I dought that if they were even to use long range field artilliary with an area effect would destroy the game as much as the Ammo Depot. Its WAY WAY WAY to powerful. Where units would only get a disruption and maybe get a damage on vehicals or death of infantry before, now there getting without a dought a kill shot very time. This was proven time and time again in every game that was played this weekend. If you don't take this unit your crazy. I saw many games where Allied units went up against Tigers and King Tigers with Shermans and the Axis lost every time. EVERY TIME! With all the extra shots and then all the reroll for 1's how could they not win. Don't get me wrong when the Axis shot it was like the fireworks shot going one.
THE CONCLUSION
The support units of Headquarters and Fuel Depot are balanced and fair but really seem to help one side more then the other. eg. Headquarters Allies, Fuel Depot Axis.
Ammo Depot should be CHANGED NOW or BANNED because there uber uber powerful. The only way to fix the problem is to place the same restriction on the Ammo Depot as the Headquarters, once per turn you may reroll all your 1's from one single attack by one unit per turn. For every support unit on the game board one additional reroll can be done from one additional attack.
So please make a note and write to WOTC and pass this complaint on to them. We want a stratagy thats fun and don't want the POWER-CREEP in all its shapes and forms.
I know that as people read this I'm going to P-Off alot of players but its the Truth from where I'm sitting. Every game is going to have all the Support units and units with the highest attacks (eg. machine guns, heavy tanks and motars) with some 5/5 infantry for good measure.
Sad time for the future.....
Heres how:
Headquarters-is a very powerful unit when in the hands of Allies because if you take quads, motors, and flamers the first strike ability with HQ's are devastating. This is so because I won 8 games in a row by doing that just this combo. Axis don't really get much out of the HQ but don't get me wrong used right it can help you get powerful tank first shots off.
Fuel Depot-is one way to even out the speed difference between the Axis and Allied forces. The Allies just get faster and the Axis just get to catch up to the Allied vehicals. It would seem that is more for the Axis and not the Allies.
Ammo Depot-now heres the biggest problem ever to face the game to date. Not the 5/5 infantry or higher, planes and I dought that if they were even to use long range field artilliary with an area effect would destroy the game as much as the Ammo Depot. Its WAY WAY WAY to powerful. Where units would only get a disruption and maybe get a damage on vehicals or death of infantry before, now there getting without a dought a kill shot very time. This was proven time and time again in every game that was played this weekend. If you don't take this unit your crazy. I saw many games where Allied units went up against Tigers and King Tigers with Shermans and the Axis lost every time. EVERY TIME! With all the extra shots and then all the reroll for 1's how could they not win. Don't get me wrong when the Axis shot it was like the fireworks shot going one.
THE CONCLUSION
The support units of Headquarters and Fuel Depot are balanced and fair but really seem to help one side more then the other. eg. Headquarters Allies, Fuel Depot Axis.
Ammo Depot should be CHANGED NOW or BANNED because there uber uber powerful. The only way to fix the problem is to place the same restriction on the Ammo Depot as the Headquarters, once per turn you may reroll all your 1's from one single attack by one unit per turn. For every support unit on the game board one additional reroll can be done from one additional attack.
So please make a note and write to WOTC and pass this complaint on to them. We want a stratagy thats fun and don't want the POWER-CREEP in all its shapes and forms.
I know that as people read this I'm going to P-Off alot of players but its the Truth from where I'm sitting. Every game is going to have all the Support units and units with the highest attacks (eg. machine guns, heavy tanks and motars) with some 5/5 infantry for good measure.
Sad time for the future.....