Mike Burns
United Kingdom Portsmouth
-
Hey everyone, I keep reading that Doom has 'problems' which are fixed by the expansion, but I havn't found any yet! I own both, and have fully played through three scenarios with 2 marines. We've had a great time, and although it's difficult, I certainly havn't seen anything to suggest it's 'broken'. Please note I also own the expansion, but I have decided not to include it yet until I get to the expansion missions. Am I doing anything wrong?
-
Kevin H.
United States Crescent City California
-
If:
Quote: We've had a great time Then:
Quote: Am I doing anything wrong? No.
-
Ken Bradford
United States Fayetteville Tennessee
-
Mike--
Here are the "fixes" referred to:
1. Difficulty Mods--making the game easier or harder for the Marines. This is actually a free fix from their website but it is included with the expansion as well.
2. Changed the number of cards drawn by the Invader from variable to a fixed 2. This was also essentially errata available for free from FFG's website, but is included in the official rules for the expansion.
3. The overpowered Dud cards were revised and reprinted; yet again, this was "free" errata but it was nice to get cards with the actual corrected text on them. Duds can no longer be played whenever but must now be played against a roll that shows no ammo symbols (meaning that you may only ever lose one ammo to a roll via a miss or Dud, and you can never get "Dudded" when you haven't even fired the weapon yet).
4. The scenarios included are generally easier--more ammo, fewer monsters.
5. The monsters in the expansion are generally less "tough" than their regular game counterparts, but have more interesting power combinations. This makes the Invader's job more fun but also makes the new beasties a bit easier to kill; I would rather face the Vagary than the Cyberdemon any day.
I think that covers it.
-
Mike Burns
United Kingdom Portsmouth
-
Thanks Ken, so it's not really broken, then, more a matter of taste... Please note I have been the marine player with two marines, and our sessions have been incredibly close with standard rules as written (last game - both marines ended with only one health each at the exit and on their last frag!)but the tension has been great - looking forward to having an easier time of it in the expansion, but my marine, Hicks, with his 'killer instinct' and three armour, is a deathdealing machine!!!
-
Fad or not, it´s here to stay! The League of Extraordinary Heroscapers!
Denmark Aarhus Comfortably numb...
-
dysjunct wrote: If: Quote: We've had a great time Then: Quote: Am I doing anything wrong? No.
True, AND funny!
-
mads l. brynnum
Denmark 2400 Kbh. NV
-
Ken, I have the base game and don't plan on buying the expansion just now. But I do find the dud cards are a bit overpowerede, so I wondered if you could you please print the full text of the new cards - it would be greatly appreciated.
mads
-
Asa Swain
United States Buffalo New York
-
Here's a link to the official errata .pdf with the "Dud" card text:
http://www.fantasyflightgames.com/PDF/doomfaq.pdf
-
mads l. brynnum
Denmark 2400 Kbh. NV
-
Thanks!
-
Damien Browne
Australia Sydney NSW
-
Mike,
The 'problems' in Doom really arise more with three marines. With three marines, the number of invaders increase but the number of resources do not, and unless the marines are very careful in utilising skills and resources, they cannot advance quick enough to resolve the mission objectives.
The fact that the same number of resources need to be applied over more marines, to target more invaders, makes it quite a noticable difference.
But with 2 marines, you probably get the maximum impact of the game, so enjoy!
-
Bryan McClendon
United States Girard Kansas
-
Quote: the number of invaders increase but the number of resources do not,
In a game where it's obvious that resource management is key...? Is it just me or does that elicit a giant forehead-slapping "doh!" from everyone else? How did they miss that?
-
Andrew Carlstrom
United States San Marcos California
-
jidar wrote: Quote: the number of invaders increase but the number of resources do not, In a game where it's obvious that resource management is key...? Is it just me or does that elicit a giant forehead-slapping "doh!" from everyone else? How did they miss that?
That's not exactly correct. True, no more weapons or ammo drop, but with three marines you get two more actions per round, and a few more skill cards in play...which increases the team's chances of pulling a good one. You also have an extra set of eyes to help keep spawns at a distance.
That said, I always play with the "fully loaded" mod which provides one ammo of the appropriate type for each weapon found. This works thematically (and is how the video game worked) and addresses the ammo shortage nicely. You will occasionally still run out of your favorite ammo, so the tension is maintained, but you usually won't end up trying to punch everything to death.
-
-
In addition, the number of monsters increases less than proportionally with the number of marines, because there are "white" monsters.
In any case, my marines are still playing under the easyest difficulty level (twice ammo), which is similar to the loaded guns. We find the game quite balanced under this difficulty level, both with two or three marines.
-
|
|