
Typically, if you can bring a unit to that point, you could almost ignore it for a lot of purposes because it just lost so much effectiveness.

When players refer to this, they typically mean “making it so a unit is no longer a threat to me”, and this usually ties into a unit’s drastically reduced capabilities when reduced to its last rank. The ability to reduce a unit from full strength to absolutely dead is actually a rarityin the current format. Rank-Effectiveness and Die Numbers: Carrying on the previous point, the term “one-shot” actually is a bit misleading. Meaning that the capability to “one-shot” a unit from max Wounds to dead is almost non-existent any longer. By cutting down on these effects, it put a greater focus on other aspects, rather than just allowing players to go “this number is bigger, thus it is better.” The larger impact this has is a more controlled damage curve. While they were not exactly common, the number of effects and abilities that simply generated additional dice, or increased a unit’s “To Hit” modifier, was a bit higher than we wanted to see. Let’s break them down into specifics and go over each in brief detail:Ĭombat Effectiveness: This really plays into the bigger topic of Units, Attachments, and Tactics Card interactions, so there isn’t really a “simple” explanation here, but essentially the number of raw dice/stat boosts is something we wanted to cut down on. No, the topic today is much duller than that: Math.Īs part of our full evaluation of units, we had several key points that we knew we wanted to address. There aren’t any mechanical changes or modifications to the system or anything of the sort. Now, that sentence might have sounded a bit scarier than intended, so let’s just address that immediately: when we talk about revamps, we’re really speaking about some general quality of life adjustments to numbers. So, it's looking over the math for various units and an idea of balancing the A Song of Ice and Fire: Tabletop Miniatures Game that some units are getting a bit of a tweak.īannermen, Michael Shinall back again, and today we are taking a look at some of the revamps coming to Combat Units in 2021!
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And if there's one thing game designer Michael Shinall likes, it's math. It's hard to find games out there without math in there somewhere. Chances to have a certain card in your hand. It's at the core of almost every game, really.
