dow

Started by breadmaster, March 29, 2012, 07:13:07 PM

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BigBadHarve

Ideally we'd want to test it out through dozens of games in a variety of situations. Those events would have been killer with or without DoW. There's no point in creating a specialized deck to test it, it needs to be done with all kinds of teams and deck construction.

One of those bet 6 hands also came because I had a 7 card advantage over Bread, PLUS DoW. But even without DoW I might still have gone all 6. He had two cards (and two discards, I think) placed to my 7 placed cards, and I had only one dupe from hand that round. Giving me 14 playable cards to his 8. DoW just cinched the deal.

Still, as I say, promising. ;)

-BBH

gameplan.exe

Quote from: BigBadHarve on April 12, 2012, 11:22:23 AM
Ideally we'd want to test it out through dozens of games in a variety of situations. Those events would have been killer with or without DoW. There's no point in creating a specialized deck to test it, it needs to be done with all kinds of teams and deck construction.
...
-BBH

yeah, as I was typing I realized it'd be kinda silly to try to remove all other factors, considering Overpower has a gazillion variables. It's not like you can simply remove 3 or 4 variables and have identical games, so the only way to get a real feel for the difference is to play like normal, except for the change, for lots and lots of games.

Like I said, I'm happy to play with the same mod to DoW - forever - but certainly to help the size of the test data  :)
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

mattkoz

So assuming you play with DoW without any house modifiers, is your best bet to throw in as many attacks as possible in your battle site to try to dig out of it? 

gameplan.exe

Quote from: mattkoz on April 12, 2012, 03:26:15 PM
So assuming you play with DoW without any house modifiers, is your best bet to throw in as many attacks as possible in your battle site to try to dig out of it?

assuming it will hit? I think there are two schools of thought. really big, or really small.

On the big side, you'd have to be sure that you're not creating extra dup's and also be sure you'll have other cards in hand that you can still play. If you have 18 activators in a deck, you're going to have hands with 3-5 activators on a regular basis, and if DoW is already landed, that means you're left with 4 cards, or so, to defend yourself for 4 turns while trying to play your activator attacks.

On the small side, you have to ensure that the limited number of activators correspond to really, really good Specials. I have built a battlesite with as few as 6 cards, 2 per character for 3 characters, and it did pretty well. Basically, you're looking to have the Battlesite be a great complement, but not be dependant on it. It seems best to still use duplicate Activators, though (as opposed to 6 diff ones) to give flexibility as you get them.

The middle ground is where most people end up, I think. Going with 2 activators per character available, ending with 10-12 (plus Beyonder). I think the general tactic is to go with 1 offensive card and 1 defensive card for each character, relinquishing the offensive cards to DoW.

Otherwise, cards that really help to counter (but not defend against) DoW are
GL (sort through Opp Draw Pile, remove card)
KL (remove all "battle" and "game" Specials)
LJ (select an Activator from your Draw Pile) - surprisingly helpful
EVENT - No Any Heroes may be played
EVENT - No cards with the word "Negate" may be played
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

Nostalgic

Quote from: ncannelora on April 12, 2012, 03:52:35 PM
EVENT - No cards with the word "Negate" may be played

Well... I'm an idiot.  :P Didn't think of that as another counter to dow.

Good 1.  :D
ncannelora -"I don't care if you're Captain - freakin' - America, you ALWAYS avoid a Standoff with Wolverine!!!"

a_noble_kaz - "If Mr Fantastic had an AO, he would be the god of Overpower."

mattkoz

but when DoW is in play, you cant use any activators, right?  Or you can use defensive ones?

Jack

You can't retrieve specials from your battlesite with DoW.

gameplan.exe

Quote from: mattkoz on April 12, 2012, 06:25:12 PM
but when DoW is in play, you cant use any activators, right?  Or you can use defensive ones?

Jack's right - that's not really what I meant.

What I mean is, the defensive cards tend to be more valuable (relative to venture totals). So, AG>AR because you could be using it to avoid a lv.9 or something.

So, suppose you're looking at DangerRoom for a Battlesite. You could go:
Bishop AA AR
Iceman AD AG
separating Iceman for defense only, Bishop for offense only. But, once DoW hits, if you're dropping 1xBishop and 1xIceman (as well as 2 others), then you're losing an offensive card and a defensive card.

Or you could go:
Bishop AA AG
Iceman AR AD
by separating Iceman to offense and defense, and doing the same for Bishop, once DoW hits you have more flexibility. If you have to drop 1xBishop and 1xIceman, you're not losing a defensive card (and the potential to better venture totals for it).
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27