![]() The Open War cards are flatly superior to the base maelstrom or eternal war missions, especially so because you can easily tailor your randomness (I've removed a couple of deployments that usually result in two-turn games, and I've picked out the five Twist cards which result in longer games by healing or slowing down the killing, I've also removed the Kill Point missions because while they're perfectly balanced, they just feel like playing the game without an objective.) I've stopped bringing the rulebook because it's heavy and it adds so little content from the rules packet that I actually make use of. I'll be totally honest - you're gonna want the core rules packet, the Open War mission deck, and then your codex/index, that's it.
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