Peanutbutta, on Jun 3 2009, 06:23 PM, said:
Let me show you how wrong you are, in fact.
- 45.5 - The Benses -- Guard was vitally useful with only one killer (Big Ben)
The guard knows from the beginning that he is uelfull in this one so obv
- 45 - The Princes Bride -- Guard could stop one of the two night kills (3 killers shared 2 kills, guard prevented one)
- 44 - Barfight -- Paired gaurds could not be counted upon until one killer and his symp died (which didn't happen), but paired finders were immune to guard. One healer could have been stopped, but he died early anyway.
- 43 - Vampires -- Guard was incredibly powerful with so many scum faction NAs... Cam kills, Baali possessions, definitely worth risking blocking innos to block scum
- 42 - Heroes Timelines -- Guard useful with all the various faction powers
- 41.5 - Clue -- One killer made the guard incredibly powerful like in The Benses
- 40.5 - Prison -- Guard was useful against the scum
- 40 - Aliens -- Many guards, each useful for their respective factions
So in all of those games (ignoring Mexican which had diff mechanics), I see one game where guards were not immediately useful or would not have been immediately useful if included, and that is Barfight. So tell me again why guards shouldn't use their powers?
hahaha cant believe you actually did that.
why dont you go all the way to game 1?
obviously those games the guard would have a very good idea his guard would be usefull from day one and should therefor use it.
You are either incapable of understanding or are purposefully ignoring what i am saying.
so i will drop it. You do whatever it is you think is best mr mafia paterfamilias sir!!