Khellendros, on 06 January 2021 - 10:39 PM, said:
Yeah, the rulebook suggests 14VP for players who want a longer game, but from what I've read on reddit and whatnot it seems like keeping it at 10VP doesn't make that much difference - usually only 1 round shorter or not at all. I built the map pretty conservatively, too, so that exploration bonuses don't make the resources go crazy high. I think that might keep the length/pace of the game in check but we won't know for sure until we try!
We'll keep it at 10VP for this game and try it out and if it feels like that is too short with the PoK content we can bump up the score for next game.
Khellendros, on 06 January 2021 - 10:37 PM, said:
Tattersail_, on 06 January 2021 - 07:05 PM, said:
I'm very excited. The leader additions (agents, commanders, one-time use heroes!) are what I'm really intrigued by and how much they'll affect or change the game. The mechs less so, but it's nice to have another combat addition. I like that exploring is now more involved too and could reveal some great surprises. And I like how the designers seem to have taken the approach of, "well, these races seem quite strong, but instead of nerfing them, let's make everyone else more crazy too!" Of the new races, the Nomad initially intrigues me the most. The Titans strike me as potentially really strong.
Khellendros, on 06 January 2021 - 10:37 PM, said:
"Supply" is for pieces that are generic bits for all players, while "reinforcements" is for your specific player/faction pieces. So if you're playing as pink Arborec your pink dreadnoughts and your Arborec command tokens come from your reinforcements 'cause they're different from blue Sol's dreadnoughts & CTs, but trade good tokens are the same for everyone so they come from the supply.
It makes more sense in a physical game, where all the stuff in your reinforcements would be on the table next to your faction sheet but all the supply stuff would be in bowls in the middle of the table.
Fighters and infantry... ah so we just use infinite fighter and infantry for each player in our forum games, but in a real game there's a limit of how many actual plastic pieces you have for those. You're allowed to have infinite fighters and infantry, but only as many separate groups of them as you have plastic pieces - in each group you put 1 plastic piece to show your colour and then all the rest can be indicated by "extra infantry" and "extra fighter" cardboard tokens.
So the green player having 30 infantry on one planets looks like this: https://i.redd.it/ukyts4fwzfk11.jpg instead of 30 green flag plastic pieces.
Back to the capturing rules, when you would capture an infantry or fighter you don't get to take the enemy plastic piece and instead you take a fighter or infantry cardboard token from the supply and put it on your faction sheet. Makes sense since infantry and fighters are supposed to be infinite and taking the plastic piece wouldn't limit their total numbers, just how many groups of them you can have.
In our games we don't use the cardboard tokens and have infinite plastic pieces, so we'll stick to the same sort of rule and the capturing player will put an infantry or a fighter from their own (infinite) reinforcements on the faction sheet (er, into their status block) instead.
The only factions that can actually use the Capture mechanism is the Vuil'raith (that's their whole thing) and the Nekro + Yssaril can do it a little bit by copying the tech/agent of the Vuil'raith.
For the Nekro and Yssaril, capturing infantry and fighters seems to be useless - doesn't limit the other player and you can't use them for anything. For the Vuil'raith, they can "spend"/give back the captured units on their faction sheet (er, in their status block) to build free units or ignore tech prerequisites, so they'd get free infantry and fighters out of it.
Did that make sense?