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Author Topic: Strange Aeons: Second Edition...  (Read 62219 times)

Offline Mason

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Re: Strange Aeons: Second Edition...
« Reply #90 on: 23 April 2014, 06:57:38 PM »
The Construct too high?  That is a first I've heard on this...while I agree he can be avoided it seems people struggle with him even at 20...

The point I am getting at is with a Construct in a list there is little room for anything else, so it is relatively easy to outmanouvere it and eventually take it out.


Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #91 on: 23 April 2014, 07:22:56 PM »
The Construct is a tricky one. For me the Constitution is very high which can lead to a 'no-win' situation for Threshold but with a Mad Scientist the potential is there to get two in a game...possibly more. The profile has been slightly modified to make him a bit weaker but he is still a wrecking machine! Anyone else have any thoughts on this guy?

Offline Mr. Peabody

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Re: Strange Aeons: Second Edition...
« Reply #92 on: 23 April 2014, 08:02:24 PM »
I would put the Serpent Man Demagogue in the same category... He could be a bit more threatening.
For the points he usually ends up operating alone, but with followers the combo seems underpowered so easy to pass up. 
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Offline LidlessEye

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Re: Strange Aeons: Second Edition...
« Reply #93 on: 23 April 2014, 08:49:51 PM »
The High Priest and Demagogues are on a bit more of an even footing now.

High value Lurkers always present a bit of a challenge, as they really can't be used effectively (or at all, in some cases) against anything but a very experienced Threshold list.  Heck, I've only fought a monster worth over 20 points once, and I've been at this for six years.

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #94 on: 23 April 2014, 09:09:24 PM »
The Serpentman Demagogue is now 10 pts, is a bit better in close combat, gets his additional spells cheaper than before and has a snazzy new ability which allows him to use Giant Snakes at 2 pts less than stated in their (newly added...) profile.

Also, I should add that the new promotion rules and post game stuff allow for some bigger points Threshold lists. You may yet see more of those 20 pt monsters you miss so much Lidless.  ;)

Offline LidlessEye

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Re: Strange Aeons: Second Edition...
« Reply #95 on: 23 April 2014, 09:11:21 PM »
You're assuming I can win enough games to get a promotion!

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #96 on: 23 April 2014, 09:13:37 PM »
You and me both Brother! Not to jinx it but I am at two wins and three loses...very good for me personally.

Offline Mr. Peabody

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Re: Strange Aeons: Second Edition...
« Reply #97 on: 23 April 2014, 09:16:03 PM »
We make a point of running high value Threshold lists as early as possible, just to get at some of the more interesting, powerful and fun creatures that SA has to offer.

What good is a comprehensive monster manual, if you never get to play with the high-level stuff... I mean you feel like a kid with no money, staring at the window display of the best candy shop in the world. :-X





Offline Mason

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Re: Strange Aeons: Second Edition...
« Reply #98 on: 23 April 2014, 09:18:38 PM »
The Construct is a tricky one. For me the Constitution is very high which can lead to a 'no-win' situation for Threshold but with a Mad Scientist the potential is there to get two in a game...possibly more. The profile has been slightly modified to make him a bit weaker but he is still a wrecking machine! Anyone else have any thoughts on this guy?

This statement brings me nicely for discussion on the Zombies as well.

Individually, at three points each, I think they are pretty costly.
Given that they can be turned into a Construct makes them worth the cost, though, in my opinion.

Just for the angst-ridden look on the Threshold player's face as you roll for the effect of the Serum.....priceless!
 ;)


Offline Mr. Peabody

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Re: Strange Aeons: Second Edition...
« Reply #99 on: 23 April 2014, 09:23:24 PM »
Zombies can be a bit underwhelming without serum, sooo slow...   :'(

But lots of spawn-points can over come the mobility issue, making them something to run away from. Used this way they are a good tool for channelling the movement of Threshold teams.

Offline Argonor

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Re: Strange Aeons: Second Edition...
« Reply #100 on: 23 April 2014, 09:50:00 PM »
Zombies can be a bit underwhelming without serum, sooo slow...   :'(

But lots of spawn-points can over come the mobility issue, making them something to run away from. Used this way they are a good tool for channelling the movement of Threshold teams.

Spawn points? I must be playing too little (in fact, I know I am). Is there rules for respawning zeds somewhere?
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Offline Mr. Peabody

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Re: Strange Aeons: Second Edition...
« Reply #101 on: 23 April 2014, 10:03:03 PM »
At least one scenario allows for Zombies to 'spawn' from graves, at least until Threshold agents purify them..

Offline Mason

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Re: Strange Aeons: Second Edition...
« Reply #102 on: 23 April 2014, 11:02:38 PM »
Spawn points? I must be playing too little (in fact, I know I am). Is there rules for respawning zeds somewhere?

I used the 'spawning' rules in my 'Green and Unpleasant Land' Black Dossier, and they are very characterful that way, a proper horde feeling.

Offline LidlessEye

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Re: Strange Aeons: Second Edition...
« Reply #103 on: 24 April 2014, 12:37:47 AM »
All this talk of Zombies gives me an idea for a new Plot Point...

Offline Mason

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Re: Strange Aeons: Second Edition...
« Reply #104 on: 24 April 2014, 12:48:01 AM »
We make a point of running high value Threshold lists as early as possible, just to get at some of the more interesting, powerful and fun creatures that SA has to offer.

Missed this comment earlier...


As a group we played SA in a slightly different manner, with myself acting almost as a GM and almost always playing the Lurkers (the other players took time out from playing the 'Good Guys' to have a go at Lurking occasionally).

At the beginning the players went for high value lists but were frightened off by some of the tougher Lurkers and tried to keep their totals much lower towards the end of the campaign to try and keep the tough stuff away....

Funny that.
 :D


 

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