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Reply: Godtear:: General:: Re: So... how are people finding the game?

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by Tacullu64

Godtear is probably further from my expectations than any game I’ve ever purchased. However, this does not reflect poorly on the game itself. Quite the contrary in fact, it is a positive in Godtear’s favor. I had this notion of what it meant to be a dudes on hexes game and thankfully Godtear shattered it.

Managing the board state seems to be key. Whether you are playing the banner game, head hunting your opponent’s minis, or some combination there of, you need a plan. Tactically speaking you need to position your pieces to achieve your plan and obstruct your opponents all while leaving your movement options open, which is much more difficult than it sounds. You also need to time the knockdown of opposing champions to yield those 4 steps on the scoring ladder ( 5 for a Slayer) when it benefits you most.

Gameplay is king, but I wouldn’t overlook the importance of putting the proper war band together or rather not putting together a dysfunctional one. All of the champions seem good. However, they don’t all work together equally well. The champions fall into 3 generic categories based on how independently they can operate.

Champions like Finvarr are very independent. By this I mean they don’t support other champions very well nor do they require support to function at high levels. When I’m speaking of support I mean granting boons, repositioning, or offering some other support to friendly models. As a player you still have to fit these champions into your game plan and use them in harmony with the rest of your war band.

Champions such as Rattlebones are at their best when supporting the other models in your war band. That is not to say they can’t operate independently, only that they are strongest when making other models better.

Champions like Morrigan are the opposite of Rattlebones. They are at their best when buffed up. They and their followers will have some ability to buff themselves, but require assistance from others to reach their true potential.

A war band of 3 independent champions can be effective as long as their player has a solid plan to put them all to good use. A team of 3 champions each of which requires support to reach their full potential could find it challenging to get good use from all 3 champions every turn.

The rules for Godtear are simple yet allow for an amazing depth of strategy. I have introduced the game to 5 people so far. They have all grasped the rules with minimal effort and seen the potential in Godtear after the first play. If properly managed and marketed, Godtear could have a bright future.

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