Search
Wednesday, July 09, 2008..:: Forums::..Register  Login
Subject: Balance

You are not authorized to post a reply.
AuthorMessages

PatEllis15
Commander
Commander
4458 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 3:01 PM  
OK, to those who went to Washington.... Without revealing any stats, from your observation does there appear to be a good balance between teh factions?

Are we looking at Balance close to what DDM has now, or closer to how things were after GoL?

Thanks guys!

Pat E

"Games evolve. Otherwise we'd still be pushing rocks around the dirt. What do you think the cavemen said when some dude showed up with sticks?" - Chairman7w

Wrackspawn

ChristopherGroves
Warlord
Warlord
6093 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 3:14 PM  
One of the things that alot of us were concerned with had to do the playability of pieces espescially in the light of younger players or family (parent/child) kinds of situations. It is my opinion (and shared by others) that ALOT of people will be drawn to the Valor faction as they may not want to play the other aspects.

And it's "aspects" not "factions". I had that kindly drilled into me [)]

So, I asked that point-blank at dinner and (I forget who) answered me ...

"Our goal is that if you take the top 16 or whatever the warbands we want a 25% representation from each aspect"

So, balance. Not in the top 4 bands, but the top set. Top 4 would be hard to plan for anyway - skews the statistics and isn't appropriate for a game of this type.

Triangle DDM Skirmish Group | My Email | 45-ish trades and counting | Stuff for Trade
* * * Show your brother some love and click here * * *

PatEllis15
Commander
Commander
4458 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 3:22 PM  
Hmmm... Was it their plan that one once faction would be truly competitive after 4 sets of DDM though?!

I'll be interested to see how this shakes out.

I'm interested in this game, but will likely pick an Aspect, and trade everything else away. It would suck if I choose the "bad" Aspect...

Pat E

"Games evolve. Otherwise we'd still be pushing rocks around the dirt. What do you think the cavemen said when some dude showed up with sticks?" - Chairman7w

striderlotr
Commander
Commander
3370 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 3:24 PM  
As each aspect has its own ups and downs I can see playing multiple... especially in sealed. The other balance is that many of the commons and uncommons have cool blade abilties and I can see them being played as well... not all rare bands. I felt that the balance and game play were excellent.

Sean Banks
Champion of Elementals
Official Organizer

Gen Con 05 maxminis Event | Winterfantasy 06 maxminis Event | Gen Con 06 maxminis Event | Winterfantasy 07 Community Event

Wrackspawn

ChristopherGroves
Warlord
Warlord
6093 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 3:31 PM  
Two things.

First, I can certainly see multi-aspect bands even in a general sense. Three of those scissor dudes wouldn't be bad in alot of bands since they only cost 2 each, etc.

Second, lineages. Beyond the aspects there are the five lineages as well (could be expanded). Janus is mostly fear and valor ... bloodcut are from passion and valor, etc. There are pieces that boost lineages (Reinforce Bloodcut, give Hellbred a blade / crit 2 ability in the same cell, etc.) So I could see

Still, you could probably do some trading and keep very little.

Triangle DDM Skirmish Group | My Email | 45-ish trades and counting | Stuff for Trade
* * * Show your brother some love and click here * * *

MrWalrus
Sneak
Sneak
76 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 4:21 PM  
I could definitely see one Aspect warbands running into problems against multi-aspect warbands. The Aspects all have different strengths and weaknesses, and the ability to use pieces from any Aspect in a warband really makes it a decent idea to use multiple Aspects. For example, the Genteel Husk (Fear) can Dominate enemies, which lets him score Conquest points in contested cells. But he's not the toughest cat around, so stick him with an Inspired Samurai (Valor) or Zungar Bodyguard (Valor) to take the heat for him with their bodyguard ability. I think the ability combinations that come up when you play warbands with mixed Aspects is one of the coolest parts of the strategy in Dreamblade.


bshugg
Underboss
Underboss
1778 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 4:54 PM  
To me Passion seemed to be the weakest on defense of the factions I saw. For the cost, their power wasn't really high enough to justify it either. I also got the feeling it was the weakest as I didn't see a single designer/staff guy play with passion. Also the passion guys I have have good attacks but seem very expensive for their lifespan. Now that may just be an impression. Despite being expensive, you may get more use out of them from their extra spawn points and shooting abilities. I'm itching to work with the whole set to find out. I will admit a R/G beatdown deck was appealing in Magic, so a R/G (passion/fear) beatdown band sounds nice as well.

Looking for someone to cosponser a midwest DDM event. let me know if your interested!
Check out my brand new blog:
http://bshugg.blogspot.com

Wrackspawn

ChristopherGroves
Warlord
Warlord
6093 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 5:15 PM  
I agree on Passion bshugg ... I just don't see the huge value in them at this point. In most of my games it was quite easy for folks to take down big guys ... and passion doesn't have alot of really tough guys. The key with them I think will be finding their efficiency point ... they indeed seem to be glass cannons.

Perhaps a Bloodcut band (Passion / Valor mix) could be workable. Those 8 dice from the Forgeblind Punisher are pretty scary, but with its defense/life I wouldn't count on it lasting long.

You know what though, with all of their spawn-point enhancing abilities, maybe Passion is the band for your Six Big Guys? It'd be a pretty blade-less band ... pretty much you'd be spewing massive amounts of damage. You could run that with nullifiers maybe?


Triangle DDM Skirmish Group | My Email | 45-ish trades and counting | Stuff for Trade
* * * Show your brother some love and click here * * *

bshugg
Underboss
Underboss
1778 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 6:19 PM  
Yeah, Nullifier guy is pretty neat.

I actually dipped into passion for the second version of the band for a couple of redcaps and 3 heartsblood to get more mana to pump out the fatties.

I also agree that passion/valor may be interesting. Skirmishing a guy with 8 power 2-3 times is pretty interesting. It would definatly add more blade chances for all their effects.

Looking for someone to cosponser a midwest DDM event. let me know if your interested!
Check out my brand new blog:
http://bshugg.blogspot.com

Amy
Skirmisher
Skirmisher
7 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 6:40 PM  
Passion was my least favorite aspect when I first started playing. Now I like to include some passion pieces when possible (especially in sealed where 3-aspect warbands will be more common). I would not like an all passion warband, but the really high power of the passion pieces drastically increases the likelihood of you rolling blades(unless its a loner). This is nice because a lot of minis with good blade abilities have lower powers.


Shivan Darkeyes
Warrior
Warrior
266 Posts


View Have/Want List View Trades View References View Email View Profile


06/27/2006 11:40 PM  
I think there is only one "All-Passion" warband that is viable the "extra-spawn generation into big guys" warband. Really to me Passion is the ultimate "enabler" band allowing you greater chances of rolling blades in the aspects that don't get as much power.

13th Place at the 2005 DDM Championship in GenCon

Balduran I
Sergeant
Sergeant
404 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 3:39 AM  
My predictions: Warbands will not be "faction" based. It will not be uncommon for winning warbands to have all four aspects in them; no winning warband will have fewer than two aspects, and many if not most will have three. The idea of a given aspect being "more powerful" than another simply will not be part of the mix.

Aspects are nothing like colors in Magic, or Alignment in DDM. They are not really limiting at all, and there is such minimal benefit to limiting your build based on aspect that it won't be done.

Any limitations based on aspect will be self imposed, and a result of players bringing preconcieved ideas from other games to Dreamblade.


Wrackspawn

ChristopherGroves
Warlord
Warlord
6093 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 7:51 AM  
And spawn cost. I fully expect Aspects to be included in groupings ... 3 Spellbound Scissors = 7 ... etc.

Triangle DDM Skirmish Group | My Email | 45-ish trades and counting | Stuff for Trade
* * * Show your brother some love and click here * * *

striderlotr
Commander
Commander
3370 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 8:45 AM  
I would agree to a point about Passion. Yes they seem to be glass cannons, but that is the whole point to them. They get great power, but suffer from low defense and life. Having some other pieces in the same cell can help with that. I remember in one game it was very important that I kill one of kiddocs passion pieces, but in the end I could only disrupt it because I wanted to disrupt the other piece and claim the cell. Also pairring the Passion with a Valor that can move him once he has rolled means that heavy hitter can enter another cell and make a second attack... which is really cool.

Sean Banks
Champion of Elementals
Official Organizer

Gen Con 05 maxminis Event | Winterfantasy 06 maxminis Event | Gen Con 06 maxminis Event | Winterfantasy 07 Community Event

Dagni
Sergeant
Sergeant
870 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 9:17 AM  
quote:
Originally posted by Balduran I

My predictions: Warbands will not be "faction" based. It will not be uncommon for winning warbands to have all four aspects in them; no winning warband will have fewer than two aspects, and many if not most will have three. The idea of a given aspect being "more powerful" than another simply will not be part of the mix.

I don't completely agree with you here. For one, and to address the main topic, Valor seems like the strongest aspect, to me, based on the spoilers I know. Secondly, a mono-aspect band does gain a little bit in efficiency, and there are quite a few really strong units that have double (or triple) aspect cost - those ones can't be splashed so easily.

I think that there will be a few winning warbands that are willing to play all four aspects. Likewise, while I think that there will be some winning mono bands, more significantly, I think that there will be many bands *identified* by one aspect. A band with 13 passion minis, and a Runetagged Brawler and 2 Pearlthorn Castles will be (rightfully) called a Passion band, not a Passion/Valor band. To go back to an earlier point - yeah, there could be some 4 aspect bands... but splashing a couple of figures from the other two aspects won't change the main focus on 1 or 2 aspects even in these bands.

Just to play around with warband building, I made four warbands, one from each aspect. Each of Valor and Fear worked well, I didn't feel like I really needed a piece from another aspect, though there were a few tempting possibilities. Madness and especially Passion I wasn't so sure of. Madness I haven't gotten a handle on, so maybe when I figure it out I'll see how mono-Madness would work, and whether or not it'd be improved by splashing something from another aspect.

I've played a lot of simulated Sealed, and my most successful warband had a ton of Passion minis. Passion can be very good, I think. However, more than any other faction, it begs to be combined with another faction... or at least Valor. Passion wants Bodyguard, to get more out of the high offense, terrible defense/life. Passion wants Blade abilities, as they roll lots of dice without blade abilities of their own. Passion wants movement abilities, so they get the first (and second, and third, etc) attack off. Finally, sometimes Passion just wants to be an option for when the opponent is one cell from somewhere you can spawn, so you can immediately shift/strike with your newly spawned creature(s). However, you still want other minis more when that opportunity isn't there.

Anyways, I made a mono-aspect for each aspect. The mono-Passion had so much bonus spawn that I decided that the Noble Dragon might be enough better than the Axemorph Demon that it's worth paying 13 for it. It wasn't much of a leap to also include one other, cheaper Valor unit to go along with 2 Noble Dragons. So, unlike the other aspects, even my mono-Aspect beginner warband building became not truly mono-Passion.

Anyway, the game so far seems to be about combos. Individually, almost all the minis seem to be at a similar strength level. The best bands will combine the 16 choices in a particularly effective way, I suspect, more than they will abuse the most broken figures. As such, it really depends on where the combos are to be found. There's gonna be 24 Valor minis, and Valor seems to combo very well with Valor, from what I've seen - I'm not sure if the aspect will really need to splash another aspect for anything. Passion, by contrast, I expect to be combined with another aspect, at this point.

Fear has some that beg to be put together in an all Fear warband. Eater of Hope and Carrion Spiker being the prime example. Will there ever be anything in another aspect that combines as well with the Carrion Spiker as the Eater of Hope, Doomball, or [blank] do? If not, and if Carrion Spiker -based warbands turn out to be worthy for Constructed, then you've got a mono-aspect warband already.

- Dagni


Proud member of the GRUUMSH fan club!

striderlotr
Commander
Commander
3370 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 9:40 AM  
Don't forget the lineages as well. The aspects are one side of the game, but the lineages add something as well. They really let you go for the dual aspect bands as the cross aspect a lot. The Bloodcut, which would include Valor and Passion, seems really strong and the Janus, Valor and Madness, offers some interesting blade abilities. Just to look at the Valor side.

Sean Banks
Champion of Elementals
Official Organizer

Gen Con 05 maxminis Event | Winterfantasy 06 maxminis Event | Gen Con 06 maxminis Event | Winterfantasy 07 Community Event

bshugg
Underboss
Underboss
1778 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 9:57 AM  
quote:
Originally posted by Dagni


I think that there will be a few winning warbands that are willing to play all four aspects. Likewise, while I think that there will be some winning mono bands, more significantly, I think that there will be many bands *identified* by one aspect. - Dagni



Not including the case where you splash for 1 or 2 figs, a true 4 faction band has some setbacks. From seeing the whole set, I don't really see many figures that will be worth expanding a band out to all 4 factions. At that point the limiting factor becomes the 16 figures.

You really want to include 1 fodder for each faction your playing minimum, and most of the best utility figures you want to splash for cost PP or FF or worse MMM. If you stick with the generic XP or XF guys your not adding a lot of useful abilities. It may be better to drop a faction at that point and look for something in faction thats similar.


A core 4 faction build with double aspect costs reasonably wants a skeleton to start with of:

2M guy
2F guy
3P guy
3V guy

2-4M guy
2-4F guy
3-4P guy
3-4V guy

Thats before they even put in anything but their fodder pieces. At that point they will have paid 3 extra spawn points than their opponent minimum just to cover aspect costs, and maybe a bit more if their opponent is just using fear/madness and was able to enable their band with only the 2F or 2M guys. Thats a decent setback in a close game.

a 3 faction band only needs 6 slots to really get rolling which is closer to the number of fodder you want, and will only be 1 or 2 spawn points behind. Not much of a cost when you gain the extra utility of a third faction.

With this I could see a 3 faction band. For example, based around Fear and valor combat and movement tricks that use Passion hitters for extra dice:

Guys
2F
2F
3V
3V
3P

4V
4V
5V
5F
4FF
6VV

8P
8P
9P
9P
12V


The triple aspect cost guys are an interesting inclusion. Most seem to be aggressively costed like 3FFF, which you could just count as 4FF with a minor benefit of being cheaper if you don't spawn until late game. In most cases I would cost them as such early on as warband building won't be an aggressive science. Bands will be sloppier until the learning curve raises. You can pay an extra point or two until then.



Looking for someone to cosponser a midwest DDM event. let me know if your interested!
Check out my brand new blog:
http://bshugg.blogspot.com

Balduran I
Sergeant
Sergeant
404 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 1:02 PM  
My disagreement (--- edit--- With no one in particular... lol... just with the entire "there's a predefined limit on how many aspects should be in a warband" idea. --- off edit ---) comes from this view: there is little advantage gained from limiting a warband to ‘n’ aspects, while there may be great advantage to combining certain figs in a warband. To put blinders on, up front, and say “only ‘n’ aspects should be in a warband” will prevent one from discovering some of those combinations. The only advantage to limiting the aspects in a warband so far is in paying future aspect costs, and that limitation is very porous. It isn’t a huge setback to not spend all your spawn points on spawning figs every single turn. And it is not like Magic, where without a Mountain you’ll never bring in that Goblin. ALL costs can be paid by the dice, and the dice are predictable. Even if one subscribes to the “spawn curve” concept that does not dictate that any given number of aspects is more efficient at creating the curve than another. A four aspect band can be built (easily!) that in all probability will result in only “wasting” 3 more spawn points than a single aspect band. And that’s over the entire game! (Note this doesn’t mean that one band wastes zero, and the other three. It’ll waste 3 spawn points MORE than the other – because inevitably both will waste spawn points, not have the exact total of figs to spawn for each spawn roll.)

As more figs are spoiled another thing becomes clear. The designers planned for there to be “wasted” spawn points; rolls where there are 1, 2 or more spawn points that are not used to spawn figures, rather they are used to fire off abilities on the board. This puts the supposedly super efficient single/double aspect band in a weird position; if a warband based on few aspects really can be created that uses every spawn point every turn (the stated basis for limiting the number of aspects in a warband – spawn efficiency), then none of them can have spawn phase abilities that cost more than 0.

As for “splashing,” I find the word inappropriate for DB. Looking at Magic decks, a “splash” can be one card. It’s often two or three cards. And that makes sense, 2/60ths is a “splash” of something. In Dreamblade one will not have that fine a distinction: two figures is over 10% of the warband. Three is almost 20%. Is that a “splash?” Or is that a major part of the deck? One could have a warband made up of:

Valor x5
Madness x4
Passion x4
Fear x3

And it’d be misleading to call it anything but a four aspect band.

As well, it should be obvious that such a band could be built that did not sacrifice much if any spawning efficiency. The following can be built:

3V, 4V, 5V, 7V, 10VV
2M, 3M, 7M, 9MMM
3P, 7P, 8P, 9PP
4F, 4F, 11FF

With a distribution of:

<br>Cost    # figs    Total Cost of Warband<br><br>3    1    3<br>4    3    15<br>5    3    30<br>6    1    36<br>7    0    36<br>8    3    60<br>9    1    69<br>10    0    69<br>11    1    80<br>12    2    104<br>13    1    117<br>


The example shows that one can distribute a very efficient spawn curve without limiting the number of aspects. Half the warband spawns for only 36 points; three quarters of it for 69. And this example is actually rather heavily populated with “bruisers;” but even with two and three aspect cost figs it’s clear that one will be able to efficiently bring in the lower cost figs to supply those aspect costs.

All this is not to say that a warband with “only” one or two aspects is bad; dogma is dumb in games. It’s just that the basis for limiting thinking to either, instead of three or four, is dogma as well, and should be avoided.

Dagni puts it wonderfully:

quote:
Anyway, the game so far seems to be about combos. Individually, almost all the minis seem to be at a similar strength level. The bst bands will combine the 16 choices in a particularly effective way, I suspect, more than they will abuse the most broken figures. As such, it really depends on where the combos are to be found.


The efficiencies that win will be discovered in combos, and those combos will cross aspects. Building your warband “based” on a given aspect is not, IMO, the way to go about it, because you could easily miss the best conbos.


striderlotr
Commander
Commander
3370 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 2:40 PM  
Combos are going to huge and many will cross Aspect lines and even Lineage lines.

Sean Banks
Champion of Elementals
Official Organizer

Gen Con 05 maxminis Event | Winterfantasy 06 maxminis Event | Gen Con 06 maxminis Event | Winterfantasy 07 Community Event

Shivan Darkeyes
Warrior
Warrior
266 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 4:32 PM  
I can say with a degree of certainty that as of "set 1" the best armies will be mono-aspect armies or dual aspect armies. The best "combos" are found internally in certain aspects (Valor and Fear) or in a combination of aspects.

Just my two cents. Once the full spoiler is released (should be soon) I will explain my reasoning more.

13th Place at the 2005 DDM Championship in GenCon

Dagni
Sergeant
Sergeant
870 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 8:23 PM  
quote:
Originally posted by Balduran I

To put blinders on, up front, and say “only ‘n’ aspects should be in a warband” will prevent one from discovering some of those combinations.
That's certainly true. To show the extent to which I believe in the importance of considering all options, go back to the four warbands I made. I made a mono-aspect warband for each aspect - and one of them ended up NOT being mono-aspect! Each of the other three, I spent a bit of time trying to decide if the band would be helped by bringing in something from another aspect. Naturally I didn't go so far as to consider taking out 5+ creatures and replacing with 5+ creatures of another aspect - that would have been far more than a tweak of the band, it would've been a wholesale huge change in focus.

quote:
A four aspect band can be built (easily!) that in all probability will result in only “wasting” 3 more spawn points than a single aspect band. And that’s over the entire game! (Note this doesn’t mean that one band wastes zero, and the other three. It’ll waste 3 spawn points MORE than the other – because inevitably both will waste spawn points, not have the exact total of figs to spawn for each spawn roll.)
Right, 3 additional wasted points. I agree that's far less of a cost than in Magic, much less the unflexible boundry of DDM. Still, there are a few other considerations I've noted, from playing some Sealed games.

The very first turn, I can at a glance at the combat stats tell if my opponent spawned both of his minis from the same aspect, versus my stats if I spawned one each from two aspects. It's a lot better early if you didn't waste even one point, because head-to-head that single point can lead to a much larger in-game swing the equivalent of several spawn points. If his additional single point on the board is what gets him a won combat in which he banishes a Spellbound Scissors, then now he's got a 3 spawn point edge, not just a 1 pt edge.

Secondly, while paying the extra aspect costs is more costly early on, you're almost always forced to do so, unless it's just a 'splash' of another aspect. On the second initiative roll, if you've only paid one aspect cost, out of three different ones in the warband, what are the chances that you'll get a roll that will allow you to use all your spawn points, but only spawn from the aspect you've already brought out? Really low. So by the second turn of the game, you're forced to waste a point, at a time in the game when it's still pretty costly to waste even one point. That's pretty normal. Where you're really hurt is if you have to bring out a third aspect early on. It's costly at this point in the game, I'd say.

quote:
As for “splashing,” I find the word inappropriate for DB. Looking at Magic decks, a “splash” can be one card. It’s often two or three cards. And that makes sense, 2/60ths is a “splash” of something. In Dreamblade one will not have that fine a distinction: two figures is over 10% of the warband. Three is almost 20%. Is that a “splash?” Or is that a major part of the deck? One could have a warband made up of:

Valor x5
Madness x4
Passion x4
Fear x3

And it’d be misleading to call it anything but a four aspect band.
I agree. Clearly that band isn't splashing at all. (Or it's splashing all four aspects, in a sense). Splashing is when you make a Passion/Madness band and include a Pearlthorn Castle. Or to make the Pearlthorn a little less expensive, you also put in 1 or 2 Runetagged Brawlers. Clearly you're paying more for that than a Valor band is. You're splashing Valor. Instead of those 3 minis costing 9 total spawn, they cost 10. More, the Runetagged Brawlers are probably no better, no worse than the Pick-Picks or Boneclan Hunters you would've played. Therefore, your band is in essence paying 4 for a splashed Pearlthorn Castle. It wouldn't surprise me too much if tournament bands really do splash for the Castle, by the way.

That's my point. I certainly won't dogmatically prevent myself from trying a band evenly split between 4 aspects. However, I do already hypothesize that try as I and others might, it won't be as effective as other bands. I believe that the only 4 aspect bands that get played will be 12+ minis of just two aspects, splashing for only 1 or 2 really key, broken figures from each of the other aspects. A perfect example is a Passion band with bonus spawn playing a Noble Dragon. Later in the game, paying one extra isn't as bad. However, as I talked about early in this post, in my opinion it's much better to have the bulk of your curve early on to be accessible without wasting even one extra spawn point.

- Dagni


Proud member of the GRUUMSH fan club!

Balduran I
Sergeant
Sergeant
404 Posts


View Have/Want List View Trades View References View Email View Profile


06/28/2006 9:24 PM  
quote:
Originally posted by Dagni
Secondly, while paying the extra aspect costs is more costly early on, you're almost always forced to do so, unless it's just a 'splash' of another aspect. On the second initiative roll, if you've only paid one aspect cost, out of three different ones in the warband, what are the chances that you'll get a roll that will allow you to use all your spawn points, but only spawn from the aspect you've already brought out? Really low. So by the second turn of the game, you're forced to waste a point, at a time in the game when it's still pretty costly to waste even one point. That's pretty normal. Where you're really hurt is if you have to bring out a third aspect early on. It's costly at this point in the game, I'd say.



I've a hard time arguing with this, because in lots of games "speed kills." Magic is famous for that, and optimising the early turns can pay huge dividents there and in other games. Certainty in optimization (or at least being no more unoptimized than your opponent) demands aspect alignment, or more points will indeed likely be wasted than your opponent. And when I first looked at the game I was a big speed freak.

Now, having lost games that I was up 4 or 5 to 0, I'm not so sure. Being a bit slower (because of less alignment exploitation early) may mean I fall behind, but doesn't mean the game is lost.

You're right on: the impact of wasting spawn points early is the issue. The exact impact that'll have, whether the bad of wasting points early is offset by the good of better quality and combinations overall, seems to be the question.

If indeed such exist. Maybe Shivan is right and there is going to be a one or two aspect powerhouse that dominates all other combinations by virtue of just having better figs within it/them. That's not my read now, but the proof will be in the play.[:)]

DDM Constructed Champion 2006
derry
Warrior
Warrior
268 Posts


View Have/Want List View Trades View References View Email View Profile


06/29/2006 3:36 AM  
quote:
Originally posted by Amy

Passion was my least favorite aspect when I first started playing. Now I like to include some passion pieces when possible (especially in sealed where 3-aspect warbands will be more common). I would not like an all passion warband, but the really high power of the passion pieces drastically increases the likelihood of you rolling blades(unless its a loner). This is nice because a lot of minis with good blade abilities have lower powers.

This need to energize the blade abilities with more dice rolled is one early reason I considered hybrid aspect warbands. The passion creatures seem to provide enough dice to reliably get the blade abilities that make your warband work.

To echo what others are saying though. I see the best pieces in the set as the ones used by those constructing bands. The inefficiency of going multiaspect is pretty inexpensive and can be bootstrapped. I do not see the mono-colored decks of early Magic as the indicator of mono-aspect bands for Dreamblade. Lineages provide some pull to have a significant potion of a band be a single aspect, but I still see builders focusing on the most powerful synergies of capabilities and build warbands focused on the early synergies.

As for balance, I cannot really say. What does balance mean if we are all playing hybrid bands with variations in our key synergies, but with still several common pieces?

Member of the Low Post Count but High Post Content Society
You are not authorized to post a reply.



ActiveForums 3.7
Play Dreamblade Now!
You must be signed in to participate in the games.
Copyright 2003-2008 by maxminis.com   Terms Of Use  Privacy Statement