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Reply: Eclipse: Rise of the Ancients:: General:: Re: Any updates from Gencon?

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by Amaranth

mfaulk80 wrote:


I think it's very easy to overestimate Sentient Hull when you first see it, but it really limits you in the late game.

Yeah, I can see that. I can imagine a ship with a lot of Sentient Hull having trouble dealing with Missiles, for instance.

mfaulk80 wrote:


Flux missiles are a little brother to Plasma Missiles, but cost a bit more because they have some other benefits. They're also not considered the "counter" to PMs, although they definitely change the playing field...

The rumour that had been going around was that they gave an Initiative bonus. Now, the thing about that was that in my experience the big determiner of Initiative was what kind of Source you had, because of the effective rule in the base game that 1 power = 1 Initiative. If Flux Missiles give you Initiative without consuming power, that's obviously a big deal. Otherwise...well having a weapon system that helps you fire first could be useful, but it depends on the quality of the weapon system.

In terms of firepower, I would consider 3 yellow dice to be a little brother, and 2 yellow dice to be a dubious proposition for a slot at all. Of course if it doesn't consume power, a 2 yellow dice missile system can be spammed more easily than say, Plasma Cannons, but given the cost of the tech, it would look ineffective compared to Plasma Missiles except for its use as a counter to Plasma Missiles.

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