Have you found the powergame template yet?

Take one of the most modern, fun and engaging board games created in recent years. Match it with cutting-edge technology. Add a ridiculously well-crafted art style and a ton of extra content. This is the recipe to one of the most thrilling, charming and captivating strategy games you will ever find!
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Igorputski
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 300
Joined: Sat Nov 14, 2009 1:08 pm

Have you found the powergame template yet?

Post by Igorputski » Mon Oct 05, 2015 7:54 am

Just stack the things with stars and take the planned card and you can have 5 or 6 orders every turn. Most players will use 3 or 4 and you can wallop them most all the time. Be sure and get the veterans card you'll need it with all the 1's and 2's dice rolls. I got up to 6 orders one time with a bazooka team to take out the one tank the other side usually has or those halftracks. Sometimes I got the bazooka team and grenades. If it wasn't for all the 1's and 2's this game would be fun and the ai would be toast. But, as we can see is surely looks like the ai was programmed to win most of the time or at least eliminate a lot of our units. With the 8 that you get plus leaders and 6 orders you might have a chance.

Uncle_Joe
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 81
Joined: Tue Feb 14, 2006 6:35 am

Re: Have you found the powergame template yet?

Post by Uncle_Joe » Mon Oct 05, 2015 10:59 pm

This has been tried a few times when playing the board game and sometimes it works and sometimes it doesn't. The main issue with is that units start to die off and you end up with extra orders that you don't need which is a waste.

In the right situation though, having all units activate can be very powerful. But it's a capability that you pay for and so far, we haven't see it be anything dominant compared to a ''regular' build with a lot more units but not as many orders. Both have their advantages IMO.

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