I did get the XCOM Board Game in the mail yesterday. I haven't really looked at it yet. But, I had to have it, because XCOM!
I'm spending entirely too much time playing XCOM: Long War.
I'm on game #4. Game #1 was more or less a test game, trying things out. Games #2 and #3 I ending up quitting at about the same spot. The game begins in March and those games I ended up quitting at the end of September when I just got overwhelmed.
It's now the end of July in Game #4. This time I've kept my barracks staffed to a higher level, so hopefully I won't get into a position where all my guys are fatigued or in the hospital and I can't win any missions anymore. My air-war interceptions still suck, and my research is about the same.
However, this game I am finally working on MEC cybernetic troopers, so hopefully that will help stiffen my squads by the time the bad guys toughen up even more in September.
Video Let's Play: I've been watching 2 different Let's Play series for XCOM long war. The first is a Canadian guy called Northern Lion. He's more entertaining, but his skill level is actually a little worse than mine. He quit both his campaigns earlier than I did. The second is an Australian called Beagle Rush. He is super-duper good at this game. This is probably because he dithers constantly. His episodes take forever and sometimes I want to scream---I would have taken the shot, lost the mission and been on to the next one hours ago, just SHOOT.
Thursday, February 19, 2015
Tuesday, February 3, 2015
A competitive campaign
Although I don't see the current ACKS game ending in the near future, I am thinking about what is next. I thought it might be fun to divide the players into 2 opposing teams and have them work at cross purposes.
The wrangling and resource management would be handled like a board game between sessions with the referee choosing the best confrontation to work up as the game for the session.
It could be another medieval sort of game, or a sci-fi or even a gangster or pulp-era game.
Whatever we do, I think I'd like to have less huge magic effects and a flatter power curve over all in the next game. Maybe even a little less than Savage Worlds.
The wrangling and resource management would be handled like a board game between sessions with the referee choosing the best confrontation to work up as the game for the session.
It could be another medieval sort of game, or a sci-fi or even a gangster or pulp-era game.
Whatever we do, I think I'd like to have less huge magic effects and a flatter power curve over all in the next game. Maybe even a little less than Savage Worlds.
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