I posted this on Boardgamegeek awhile ago, and it hasn't received a whole lot of hits, as the game isn't very popular with the clientele over there. Why it didn't occur to me to post it here I don't know, but, for your reading and discussion enjoyment, here you go!
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I've played Tannhauser a handful of times with both rulesets, and I have some concerns with the new rules. I'm thinking of implementing house rules to change these, but I'd like to get some more opinions before doing so. Here are my thoughts:
First, grenades. I used to think that 'nades had been seriously nerfed since the first version of the rules, but now I'm not sure. (For those of you not familiar with both rulesets, grenades used to deal one automatic wound, then they rolled an attack roll using the character's combat value, which was then defended against. Now they just deal four automatic attack successes, sans roll, and the target gets to make a shock roll.) Four automatic successes is still pretty good, and players would generally be wise to exhaust their grenades before using their guns, but they still deal only four successes, two or three of which are often cancelled by shock rolls, and one more of which can be cancelled by spending one of the pile of command points you receive under the new ruleset.
Which brings me to my second point; Do players receive too many command points? Command points are pretty useful, and two per turn? Wow! That's what, maybe 5-10 times as many as were received in the original ruleset? And you have to use 'em or lose 'em! Basically what that means for the game is that 1-2 points of damage is going to be prevented for each team, every turn. Preventing that much damage just makes all weapons less effective. Except for maybe the weapons that roll scads of dice (I'm looking at you, Flash gun and Barry Brown's frickin' huge autocannon). Those guns are going to blast right through that command point healing. Any other gun is nicking away health at the rate of 0, 1, maybe 2 per shot. The only people that carry these killer weapons fight for the Union. Ergo, the command point system makes the Union more deadly than any other team, especially the Obscura Corps.
That's not even the main weakness of the Obscura Corps. The main weakness is that they have too few options when it comes to killing a tank like Barry Daniel Brown. His stamina number means that he's shaking off wounds on a 4+. Regular guns and grenades won't touch him, so the only way to kill him is to use Strafe or to have Heizinger hit him with Sha-Na-Ra. Doesn't sound too unreasonable, but one of those characters will probably die trying to get to Brown, and if the other one fails to kill him, he's going to unload an ungodly amount of lead into their face on the next turn. The sequence of events that would be required to result in an Obscura Corps kill of Brown seems extremely unlikely to me.
To add insult to injury, the Obscura Corps's crack shock troop, the (ingeniously named) Shocktruppen, sucks at the thing he's supposed to be best at--overwatch. Let's face it--overwatch is a preventative measure. You put someone on overwatch to dissuade your opponent from heading down a certain hallway. If they really want to get to that weak character you hid in the corner, they're going to have to wade through some gunfire to do it. The Shocktruppen's ability (can fire multiple times while on overwatch) really sounds cool, but nobody but nobody is going to face multiple rounds of gunfire just to get somewhere. They'll go the other direction. The rules rewriters must have seen that, because they reduced the number of dice the Shocktruppen rolls on overwatch attacks. Not a bad idea, but now the problem is that he's effectively stuck with a pea shooter as soon as he goes on overwatch. Rolling two dice makes me feel more like I'm throwing rice at a wedding than unloading a machine gun on that idiot who ran around the corner without looking first. True, his one ability (Mad Minute or Keep Firing--I can never remember which) allows him to roll an extra die, but still. Three dice is hitting 1, maybe 2 (3 if you're really lucky) times. That's not enough damage to get past a shock roll. So it doesn't matter if you're dealing that damage 1, 2, or 27 times per turn. It just won't do anything.
In addition to all of that, the Union has the smoke grenade at their disposal. I played this game against my friend last night as the Union. I went easy on him, making suboptimal decisions, just to see what would happen. I decided to not even use my smoke grenades, and guess what? I pasted him to the wall. Not even close. A smashing Union victory and they didn't even use one of their most effective weapons--John MacNeal, running into a smoke-filled room with no fear of retribution and opening up on all the demon-possessed Germans who are coughing their lungs up while crawling around blindly bumping into tables.
So, to my questions. I've thought about returning the command point system to the way it used to be. That is, the pool of command points is fixed from the beginning and they don't refresh every turn. I've played it that way, though, and it seems to take a certain dynamic away from the game. The other option is to just not allow players to spend command points to negate wounds. I haven't tried it this way. Has anyone else? Thoughts? I'm thinking this will fix grenades as well.
But I don't have any great ideas on how to deal with the fact that Barry Daniel Brown (and I'm thinking Zor'ka, though I haven't played with her much) are just too **** tough to kill under the new rules. The other issue is with the Obscura Corps's weaker weapons, weaker characters, and fewer dice. With every character shaking off more or less the same number of wounds on each shock roll (2), weapons that roll more dice are going to carry the day, every day.
Has anyone developed any variants or house rules to address these issues? Has anyone other than me even picked up on these issues?
I'd love to hear some opinions on the matter.
Thanks.