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Heroscape Takes a Rating Hit
mads b. wrote: When playing Magic I hate playing against blue control decks because they rely on destroying the game I want to play. So basically they take away my possibility of playing my own deck and having fun with that which sucks.
The same goes, to some extent, for decks that rely on looking through your deck and going after one or two specific cards. But here the problem is more that I - as a rather novice player - can't follow what is happening meaning that I don't feel like I'm part of my opponent's play.
The thing is though that there are players that find playing control decks fun. Control magic is fun, counterspelling a dragon is fun. There is a problem with customizable games where match ups can have a disparity between how fun the game is for either side based on their builds or why that player plays the game. There are ways to avoid this with play between friends, but to take your squad/deck into the wild of an open play or tournament setting, you really just have to accept that this is how these games work. If you don't include units/cards to deal with certain general strategies, you might end up in a bad matchup. I'd just concede, or do a suicidal charge. You've got to know when you're beat, and it isn't the games fault.
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Is it a deal breaker? Not at all. Is it a fault in the game? Definitely not. But I think it's a good example of what Sag brought up, namely a part of a game that can be a fun murderer.
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If a unit of models with decent range attacks are higher elevated and have a clear killing field in front of them, you're going to have a real problem. It's like this in any minis game I've ever played.
There's a reason the rule of scenario-less battlefield design is that prior to the game the sides take turns placing terrain. Then randomly deciding which table-edge each side will start on. Due to table-edge uncertainty, the players will aim to set up terrain in what appears to be the most balanced way. It's self regulating.
You either set-up like above, or you play a specific scenario design.
This shouldn't impact Heroscape's rating at all.
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- SuperflyPete
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The flying guys suck. Yes, they can SOMETIMES get a nice advantage if they all attack the same character, but they have low range, and if the opponent is worth his salt, he'll bunch up his models knowing that it will make returning fire a cinch.
As the Great and Powerful Launius once said, "Anything that makes someone lose a turn sucks." I hate the Aubrien Archers because of that alone.
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- SuperflyPete
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It's like my buddy Mickey (Renshi in Shorin-Ryu) always says: Anyone can kick someone's ass. Not everyone can do it, and make it look pretty.
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IMO, what made the game suck back in the day (Combo Winter) was combo decks. "Can I get my combo down first?" I played mono-red just to be different, and would lose to some guy with 2 life when his combo went off on turn 4.
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