Request: Oddball, Positive Waves and damage rolls

Take one of the most modern, fun and engaging board games created in recent years. Match it with cutting-edge technology. Add a ridiculously well-crafted art style and a ton of extra content. This is the recipe to one of the most thrilling, charming and captivating strategy games you will ever find!
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nostradunwhich
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 43
Joined: Fri Jul 10, 2015 6:14 am

Request: Oddball, Positive Waves and damage rolls

Post by nostradunwhich »

Some feedback on Oddball's Positive Waves ability.

You should let the player choose the roll, which matches the original rule.

In general, a lower number is better (which is what the game currently auto-chooses), however, in a scenario such as Scenario 1 of the main US campaign, I would rather take a hit to the Gun than the Tracks, especially since there is no chance of repairing that damage.
visualrob
Heroes of Normandie
Heroes of Normandie
Posts: 301
Joined: Fri Oct 17, 2014 9:06 am

Re: Request: Oddball, Positive Waves and damage rolls

Post by visualrob »

Hi, nostradunwich!

I understand what you mean: sometimes a track damage means the end of the mission, while you can live without a weapon.

We reached the auto-solution as a compromise, since we did want to have the Positive Waves, but we didn't want to stop the game flow, especially in multiplayer. Choosing a die would mean stopping your turn after the dice roll, sending it to the other player, who just has to select one of the two dice, and then continuing.

We faced similar problems during the whole development of the video game (opportunity fire, for example), and we will face it again for the cards.

Maybe we could let you choose which damage you want BEFORE you are shot. For example, in any part of your turn you could say: "if someone hits Oddball, this is the list of damages I prefer, by priority"...
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