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Lets talk Dreadfleet
But, overall I've been buying MoW for about a decade now and back then I'd pay about $15-25 for a ship or squad of three which I think is pretty consistent with today's prices. I bought fleets for $100-125 during that time. And back then, in the age of $40 retail Arkham, it seemed like a lot. Now, it's about equal to the $100 retail Imperial Assault. So I think the prices have been flat (with fluctuation along the way) but seems cheaper as things around it has gotten more expensive.
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Has anyone actually played through all of the scenarios? Are any of them fun to play repeatedly?
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But each turn cards are drawn from an event deck which can have things like sea monsters popping up, this deck also controls the flow of the wind. So though the scenario and ships stay static the game state is varied.
I can pull my copy out later tonight to get you a better idea as to what's contained in the event deck and refresh myself on exactly when they're drawn. The wind shifts alone can prevent patterns from forming. That said though these altered game states can work against you and pitch the battle in your opponent's favor, could be a short term could be longer.
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this sounds too random. I want to control the wind with influence.VonTush wrote: Haven't played them all myself...So just a bit of an educated guess here...
But each turn cards are drawn from an event deck which can have things like sea monsters popping up, this deck also controls the flow of the wind. So though the scenario and ships stay static the game state is varied.
I can pull my copy out later tonight to get you a better idea as to what's contained in the event deck and refresh myself on exactly when they're drawn. The wind shifts alone can prevent patterns from forming. That said though these altered game states can work against you and pitch the battle in your opponent's favor, could be a short term could be longer.
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- DukeofChutney
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There is plenty of replay in each scenario and you could easily make new scenarios up. Its more a question of whether the experience wears off for you. It is as random as it comes so theres not going to be much evolving strategy. Eventually you will see most of the ship combos and cards in the deck, so there will be fewer surprises i guess, but thats a good dozen or two games away.
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Is this different because card play patterns may emerge?
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- DukeofChutney
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- SuperflyPete
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ManoWar is more strategic and I like the fact that each model doesn't require 40 hours to paint.
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What if some of the more powerful, random cards were removed from the deck? I understand there's 5 or 6 that may cause you to roll a bunch and a ship just blows up. Much like the explosion cards in the Wings of Glory deck...why not just remove them?
How about the wind direction changing all the time? Seems like you could simply have it change direction less often. There's many possible ways to go about that.
So, if the random deck had a little less impact on the game and the wind didn't fluctuate as much...could Dreadfleet be saved?
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