Sorry, couldn't find a FAQ and all the threads here seem to be about the expansion.
I read a little about them, but in general what are the known imbalances in the base game? We just got a copy and would rather find out before we try out a bunch of games. Even before playing a game there seem to be a couple that jumped out at us:
-It seems like some special victory conditions are a lot easier to pull off than others, like Arcturus & Tassadar. Players who start next to such factions seem to be at an extra disadvantage because it then becomes up to them to constantly dedicate orders to preventing them from fulfulling their condition. All it takes for Tassadar to win is to invade that one extra empty territory.
-Reavers. Their capabilities and costs seem EXACTLY the same as siege tanks (right down to ground splash damage technology cards), except the protoss can get them in 2 build orders and 2 minerals for the structure. It takes terran 4 build orders and more minerals to get siege tanks, and 3 build orders for the zerg to get ultralisks.
1.One dillema we ran into during a test run was random combat cards during a skirmish. It says players have a choice to play one from their hand or the top card from their deck (without looking at it). What happens if it turns out to be a reinforcement card with no attack/health values?
2. Do the same rules determining who controls resource cards also apply to controlling other territories? Say you have a base on an empty planet, does that mean you control all conquest points even if you don't have the base or units on the territory with the point? Does this also count for factions whose special victory conditions involve controlling a number of territories (Arcturus having a base on an empty planet would count as controlling every territory on that planet)?
3. How often do conquest point victories or "the end is near" victories occur? Given how easy a lot of the special victories seem, I can't imagine it being very often. Aldaris seems screwed.