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Rank: HQ
Posts: 94
Thanks: 5 times Was thanked: 72 time(s) in 45 post(s)
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 3 users thanked Andrew at Tanks HQ for this useful post.
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Rank: Commander
Posts: 236
Thanks: 18 times Was thanked: 65 time(s) in 52 post(s)
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Okay, so I'm liking that some upgrade cards must be played face up. Makes certain obvious upgrades... well, obvious (like Concrete Armour). (...and yeah, I know: that's mentioned in the rule book, but somehow when I read that paragraph, the word 'usually' just didn't register. The ionosphere musta been disrupting my rulebook.)
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Rank: Commander
Posts: 161
Thanks: 74 times Was thanked: 149 time(s) in 83 post(s)
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The other reason to have cards that must be placed face up, is to ensure that any drawbacks are adhered to. For example, the player who puts concrete armour on their T-34 must play it face up, so that they can't make any 'Fast' moves.
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Rank: Commander
Posts: 102
Thanks: 19 times Was thanked: 12 time(s) in 12 post(s)
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Thanks for this guys.
Like the face down aspect to the cards and looking at the two commanders, expensive yes but you could really build some powerful tanks using them. Lets see who can build the best 100pt tank |
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Rank: Commander
Posts: 49
Thanks: 4 times Was thanked: 7 time(s) in 7 post(s)
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Nice to see what Upgrade and Crew cards will look like.
But more important is: when do they arrive at my home? >.<
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Rank: Commander
Posts: 33
Was thanked: 4 time(s) in 3 post(s)
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It is nice seeing some of the upgrade cards. Like the idea of face up cards when negative modifiers are in place but I also like the face down card mechanic. A kind of modified fog of war. Though for it to actually work we would need a number of cards at or about the same point cost. But hey who knows what the future brings.
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Rank: HQ
Posts: 94
Thanks: 5 times Was thanked: 72 time(s) in 45 post(s)
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Originally Posted by: rcshield  It is nice seeing some of the upgrade cards. Like the idea of face up cards when negative modifiers are in place but I also like the face down card mechanic. A kind of modified fog of war. Though for it to actually work we would need a number of cards at or about the same point cost. But hey who knows what the future brings. The secret factor of the cards is one aspect, there is also a bit of timing. Take the Racing Driver, for instance. You could reveal it right away to gain its effect or you can wait, enjoy a higher attack initiative until the turn where you really need to be able to move last. Some cards can be all about the timing. So yes some cards will be obvious, like Wittmann, but keeping him hidden may just be part of your strategy.
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Rank: Commander
Posts: 33
Was thanked: 4 time(s) in 3 post(s)
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I had also thought about the timing element as another option but honestly had a bit of tunnel vision and really only considered ammunition and similar upgrades not the full range of possible upgrade cards. Again I like the simple way the designers have thought about how to add more strategic options. I guess I need to practice my poker face.
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