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RE: Ork Assault - Game 1 - Introduction and Rules

in #newbiegames6 years ago

I'm so glad!
I was worried everyone would be turned off by the Weirdboy last game... but I really do think it adds a lot of strategy. Good call.

You know that demons are never sated right? But then neither are Orks...

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Actually the weirdboy looks to be the most powerful of all!

-It has the same range as the long range guns
-It has a super strong insta-kill ability up close
-It can teleport itself and others
-Has buff powers
-Isn't bothered by cover modifiers (big deal!)

The only thing the Weirdboy doesn't have is an increased defense and/or an AoE ability, but other than that it can hold it's own against pretty much anybody!

But.. you roll a 1 once and it's over.
But then you can teleport yourself from the respawner all the way across the map in a single turn to get back to where you were

You know the map's not finished right... there's lot of stuff that won't be in LoS of the start...

... but yes, all amazing points. Also, the roll of 1 doesn't mean the Weirboy is instantly dead, he just loses a wound. So you'd have to roll 3 ones... or get shot a lot.

Well, I'm pretty settled on the Mekboy for this game! Can't wait to begin!

Awesome - I was going to press you for an answer so I could start...

I'll just finish up the map and we'll be on our way!

Oh didn't realize you were waiting on me! Yes Mekboy it is.

But I consider the chance high that I may respawn as a Runtherder at some point.. in case you need to prepare extra icons for gretchin!

The idea of a shield of gretchin with two or three meganobs behind is just very appealing

I wasn't really waiting on you, because I haven't finished the map yet... but now that you've picked, once I have finished we're good to go!

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