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JM Grip
The 8th God

Posts: 5,236
Games: 92
Rank Points: 686
Member since: 2007-Sep-28

Topic: Tyrell problem with 2nd Edition CP* Order Token
Posted: 2013-Jul-07 20:18
I was quite underwhelmed by the CP* order in a 4 player game while playing Tyrell.
As you know combined with ACoK Kings Court option Tyrell has no special order he can use.

Another problem is that Oldtown provides normally only one mustering point. So useful mustering with CP* is only possible in Highgarden which is easily raidable from Sunset Sea.

Did you had this issue, too? And would you just recommend not to play with ACoK Kings Court option?

A better approach could be to use the 6 player map with further neutral units.

I see 3 approaches to rebalance:
1) Str. Oldtown + stronghold option
2) Do not use ACoK Kings Court option
3) 6 player map with neutral forces

What is your opinion?
Did you already have experience similar imba problem with CP* orders?


Duesterwald
Faceless Man

Posts: 2,604
Games: 102
Rank Points: 441
Member since: 2013-Mar-21

Topic: Tyrell problem with 2nd Edition CP* Order Token
Posted: 2013-Jul-07 20:23
In 2nd edition, this is solved by not taking Tyrell as fourth player, but Greyjoy. Additionally, there are several neutral forces employed in the south, unfortunately I do not recall exactly where at the moment. Greyjoy has Pyke as mustering basis, so there should not be a problem.
JM Grip
The 8th God

Posts: 5,236
Games: 92
Rank Points: 686
Member since: 2007-Sep-28

Topic: Tyrell problem with 2nd Edition CP* Order Token
Posted: 2013-Jul-07 20:32
Yes I played the 2nd Edition board game with 4 players in total.

I didn't like the variant with neutral forces in south. It cuts the realm somehow. The game was more like 2x 1-on-1 (Lannister vs. GJ / Baratheon vs. Stark).

It worked, but lacked fun and balance a lot imho.


ElPopelos
Keeper of the Forbidden Wilds

Posts: 3,874
Games: 179
Rank Points: 1,271
Member since: 2013-Feb-01

Topic: Tyrell problem with 2nd Edition CP* Order Token
Posted: 2013-Jul-07 23:37
I also think that Tyrell may have bad chances with the 2nd CP* (also in 6player-games) when no clash occurs for a longer time.

i usually play the 4 and 5-player-game with an upgraded fortress in Oldtown to balance the game a bit more but i still think that Tyrell may have some problems 8 as hes already the weakest house in a 4-player-game)

I dont like the idea with the 6-player-map with neutral forces.
Actually 4-player-games are full of action, fighting and backstabbing.
With 3 more Fortresses in the south (+ CP and barrel-areas) the game just gets unbalanced.
Id suggest to play without ACoK-Court. This gives all houses more variants to start (escpecially Tyrell,m a CP* in HG in the first round for 2 ships can boost him a lot).


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