Been reading through the new GW4 and the Dominion campaign. Have anyone figured out:
When setting up the Zone Mortalis battlefield, there's some really strange choices made by the authors:
This campaign has a lot of instructions on how to play, but parts of it doesn't make much sense to me.
- how to determine who is challenging who? Who can accept/refuse?
- Home Turf Advantage, does it no longer grant a Gang Relic?
- Should changes to Ganger Advancement table apply to Turf War also? New version seem to be a correction of the old one.
- Should the correction of increased advancement cost be corrected for Turf War also?
- The Juve/Champion max stat seems to be partially fixed, does this apply to Turf War also?
- How does Zone Mortalis work, "continue to place tiles until the maximum number is placed, as described by the scenario", does any scenario describe this "maximum number"?
When setting up the Zone Mortalis battlefield, there's some really strange choices made by the authors:
- Tiles is placed starting with the defender (or winner of a roll-off if there is no defender)
- Doors is placed starting with the defender(or winner of a roll-off if there is no defender)
- D6 Barricades is placed starting with the defender (or winner of a roll-off if there is no defender)
- Ductways however is started by the attacker (or the winner of a roll-off if there is no attacker). Why? Is it worth making this change for that single ductway per player?
- Loot caskets is also different, starting with the winner of a roll-off (regardless of attackers or defenders). Why? Worth the additional complexity?
This campaign has a lot of instructions on how to play, but parts of it doesn't make much sense to me.
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