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Talon: Fleet Combat in Defense of Earth
- Cranberries
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- Michael Barnes
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There is another point in this. Armada is a miniatures game, Talon is a more traditional hex and counter game. That's another factor that may swing you one way or another on it.
One thing that Talon is better for, I think, is as a zero commitment, beer and pretzels pew pew space combat game. It's easy enough to teach and get going that it s definitely a good choice in that kind of setting.
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- Sagrilarus
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I really want to see more interesting scenarios. Haven't read all of them but the early ones appear to announce a couple of ship names and that's it. I'd like to see more mix up, wider array of sizes and conditions in a single scenario. Need to read the book more though, as they may be there later.
Don't touch the chits with your hands, at least not the writable area. I used a finger to clear the six boxes for a weapon in one swoop, then couldn't remark them because (I'm assuming) of skin oil on the chit. Polish chits before playing, keep your hands off.
One of my two pens was DOA. Minor quibble.
I need to play this with an opponent, and with dice that don't only roll ones. I had a devil of a time doing damage, even at point blank range. Another brain at the table would certainly mix things up.
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Towards the end of the game I had with Jeff and Al I starting to see there was quite a bit of depth in such a simple system, didn't see that at all in solo.
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- Sagrilarus
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The Overdrive/Battery thing in off-number impulses seems like a pretty intense part of the game all on its own. Mastering impulse E when nothing normally happens could be a big factor. Alas, the two times I made good use of it I rolled 1s, which more or less meant I discharged my weapons (which take a while to spin back up) and didn't do jack to my opponent's shields or ships.
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- Michael Barnes
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I am leaning more towards "good" and not "great though...you pointed out that there are periods of the game where it feels like not much is happening, and that is something I noticed too...it's not really the case, you are still making action choices after that first salvo and into the turnaround, but compared (once again) to Armada, you're always making decisions a couple of turns ahead- shifting shield power, effecting repairs, coordinating squadrons, considering thrust versus yaw.
But here again, Talon is just a simpler game.
I really don't like the fighters. I strongly dislike how they act just like caps but with different power/movement ranges. But once again, that's coming from Armada. In that game, fighters play very specific, differentiated roles. A-wings are your nimble first strikers, Y-Wings are your bombers, B-Wings are heavy support fighters, and X-Wings are your all-purpose air superiority ships. Talon- only one side even has fighters and they're all just fighters. They also don't intercept or "pin" and caps can pretty much just shoot them with any of their armaments. In Armada, ships have specific anti-fighter weapons so that you aren't just blasting them with the main guns.
The scenarios are bad. They just aren't very interesting. The ship names, if you haven't noticed yet, don't actually matter. Every ship in a class is identical.
Recharging is such a pain in the ass...but in a good way! I do like the power management.
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- Sagrilarus
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- Sagrilarus
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- Sagrilarus
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Big ship expansion and it looks like random scenario generator just went up on GMT's P500.
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- Sagrilarus
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www.gmtgames.com/p-606-talon-1000.aspx
S.
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