So my group gave the campaign rules a whirl yesterday and already the system is looking kind of rickety.
1. It might be a 1 in 52 chance but if your Master is injured and then flips the Red Joker then that crew is done. Because no one will want to play that crew.
2. If you are going to run the campaign it has to be in a relatively large group or else the gameplay will get pretty stale. Scratch that. Playing the same crew over and over again is something I find less than exciting.
3. The "finish off" move must not be cheatable as this will just upset some people and encourage retaliatory reciprocation.
4. If your crew has only 4 models due to injury you could run one model forward to take an artifact, maybe even two, sacrifice/kill another and then declare your withdrawing at the start of the next turn. Possibly preventing your opponent from getting any extra artifacts if they aren't expecting this. Essentially gaming the system if you have been saving guild script.
After two games my crew had a Ronin with Black blood and flight from the deal with the Devil and -2 wp and the Convict Gunslinger with Moonshine (reckless) and ranged expert. Overpowered much?
What has been your experience with the campaign so far?
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pixelante
So my group gave the campaign rules a whirl yesterday and already the system is looking kind of rickety.
1. It might be a 1 in 52 chance but if your Master is injured and then flips the Red Joker then that crew is done. Because no one will want to play that crew.
2. If you are going to run the campaign it has to be in a relatively large group or else the gameplay will get pretty stale. Scratch that. Playing the same crew over and over again is something I find less than exciting.
3. The "finish off" move must not be cheatable as this will just upset some people and encourage retaliatory reciprocation.
4. If your crew has only 4 models due to injury you could run one model forward to take an artifact, maybe even two, sacrifice/kill another and then declare your withdrawing at the start of the next turn. Possibly preventing your opponent from getting any extra artifacts if they aren't expecting this. Essentially gaming the system if you have been saving guild script.
After two games my crew had a Ronin with Black blood and flight from the deal with the Devil and -2 wp and the Convict Gunslinger with Moonshine (reckless) and ranged expert. Overpowered much?
What has been your experience with the campaign so far?
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