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Post by caltino on May 23, 2015 11:55:33 GMT -5
It's difficult to come up with a points system for building armies that is balanced- so often a particular type of unit ends up being much more cost effective. This gets even more difficult when units can be custom built, because then the formulas for calculating cost has to remain balanced across equipment as well.
How well does everyone think it works in Armor Grid? I don't yet have enough experience to compare different builds, so I don't have an opinion myself.
Does a 20 point heavy mech with 4 weapons compare well with 10 units of infantry? How about a similarly costed mech vs a tank?
I realize that this can be situational- depending on terrain, opposing force make up and so on it's difficult to know the value of a particular type of unit. This is why most games set up detailed scenarios with the situation, terrain, unit mix and so on already balanced.
I am a little worried to very open ended nature may make it difficult to find the most compelling experiences. I played a lot of games where the rules and bits were good but the actual game play scenarios were poor, leaving an unsatisfied taste. I really wish there were one or two really well done scenarios to go with the game- interesting setups to show off the remarkable aspects of the game, and well balanced to make players want to try it again and again.
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Techpriest
New Member
Looking for players in KC
Posts: 34
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Post by Techpriest on May 23, 2015 20:30:53 GMT -5
So far I have not run into to many problems. The strength of a unit is very scenario dependent, on attack infantry on foot tend to be slow and squishy but dug in on defense they are well worth their points. I like to put them close to the objective behind mechs and vehicles so they can take shots at already damaged units. One advantage this game has is the small weapon list that is used by all forces. The light laser my infantry squad has is the same light laser my tank and mech has. Since everyone builds with the same parts there is also no situations like in many games where one army is better, if your MA army is no good make a new one next game, not like you are stuck with a bunch of orcs and everyone says elves are best.
The only house rule we have adjusted for balance has been to add an extra point of damage to the machine guns, a heavy does 6 dots instead of 5, etc. I noticed nobody in our games were ever taking MGs so did that to compensate.
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