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What's the consensus on Cloudspire?
>>
start with your opinion, op
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>>97201098
You first.
>>
>>97201098
Lifestyle game.
Not too complicated to understand the basics but deep as hell.
Really requires a lot of time to get the most out of it.
Meh single player
Great one vs one
Fantastic with 3 or 4 player free for all.
Extremely different factions

Good fucking luck finding another player
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>>97201127
You got three unit types.
>Minions
Quasi-autonomous units that move toward the enemy base to damage. Most have between 2-3 health, deal between 1-2 damage, and move 2-3 spaces per turn. 99% of them have a keyword of some sort that changes them pretty wildly from range damage, splash damage, poison damage, creating tunnels, flying, and all kinds of shit
>Heroes
You can have at most two of these on the board per faction. They do their own thing and go wherever they want (although some terrain might be impassable to them). When they defeat an enemy they upgrade a stat. Get enough upgrades they promote to a stronger version. These guys are used to influence board states outside of the main minion marching path, clear spots for spires in off path locations, set up ambushes, and other shit.
>Spires
Towers that fire on opposing units (most of the time) and are the only variable damage source in the game. Can be upgraded for more damage dice, further range, and tougher defense. The tower defense mechanism of the game. Important but not reliable enough to count on completely.
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>>97201299
Wait, is this an analog MOBA? lmao
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>>97201299
Turns take place five waves. Income (earn source and command points), market (spend source to buy market units that aren't faction related and small land tiles), develop (spend source to buy spires, upgrade your fortress, place purchased land tiles), deployment (use Command points to ready up minions and heroes into a stack), and Onslaught (start moving the deployed units out of your fortress and across the map).

Onslaught is the meat of the game and continues until all minions are destroyed or all but one fortress is destroyed.

From turn 2 onward events will be drawn at the start of the turn that will affect that turn (decrease minion movement by 1 to a minimum of 1, for example).

After four turns, the players add up their fortress health and number of advancements. Highest total wins. In early games this will happen in two player games a lot as players won't usually wrap their head around tactics enough to start hitting fortresses routinely. In 3 to 4 player games it almost always happens given how chaotic they are.
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>>97201317
>Analog MOBA
Yes. It's marketed as such. Not the only one out there. Radiant and Ark Worlds are also MOBA inspired games. Cloudspire is a more direct version of one compared to those two though and is far more strategic and assymetrical.
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>>97201098
>/tg/ hivemind thread
get your own opinion, fucktard, make use of your smooth brain and work some wrinkles into it.
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>>97201358
>Want opinions on a traditional game
>Get told that /tg/ isn't the place for that

My bad.
>How would Cloudspire factions fare in 40k?
>Do you think the Grieg would be more popular if they were female bugs that abducted male Brawnen?
>How do spires work in your setting?
Welcome to Analyzing Cloudspire General /ACG/. What faction do you think swallows cum the best?

Which one of those works for you?
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>>97201401
Please escuse anon, he's frustrated from lack of games
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>>97201317
Eh it's more of an RTS with one cool unit and a bunch of cannon fodder, since you can influence where your minion wave goes as long as it's taking the shortest path to an enemy. So in certain cases you can force the waves to go around two different sides of a rock and miss eachother, if you think your hero can take the entire wave on alone.
>>97201358
If you don't think there's a consensus, just share your personal opinion. Have you played it? What did you think of it?
>>
>>97201955
My personal opinion is that the first couple of games is boring as hell with a lot of keyword learning.
Next couple are pretty solid. Strategies start shaping up. Faction starts showing its strength and core differences.
The games after that? God tier stuff. Keywords are second nature. Long game strategies are in place as opposed to turn by turn strategies. Map is getting shifted a lot as players lean into earth shaping. Merc units that were once "neat but unneeded" become big fucking deals and the game cements itself as one of the best games out there.

Early games are painful and I don't blame people for passing on it though.
>>
Factions list (not counting newest)

>Heirs
Fast, cheap birbs. Easy to learn for newbies, not much depth outside of when to utilize kamikaze hummingbirds.
>Brawnen
Source hungry giants. Also easy to learn. Much tougher than birbs and can absolutely wreck shit pretty damn fast if you don't check their source gain.
>Grovetenders
Ents go to war. Unique summoning mechanic from their Taproot minions can keep opponents guessing. Ignoringing anything that the leafy cunts bring out is asking for pain. Brings to mind Green plays in MtG where that 1/1 nobody is suddenly a beefy bitch you let through that is now eating your fortress for lunch.
>Naora
Versatility. Most unit variety in the game and all are available from the start. None of them are particularly strong to counter this. Means you got an answer for everything though.
>Grieg
Bugs. They can build tunnel entrances that act as portals only they can use allowing them to bypass a lot of the map and defenses. Evolution mechanic is tricky to time right. Queen can be an absolute nightmare of a unit late game but her health is tied to the fortress so bringing her out is dicey.
>Horizon's Wrath
Sky pirates using exploding barrels, pistols, and canons on their fortress. Their fortress is also an airship, so they can weigh anchor and move that bastard. Fun to play but fairly weak overall.
>Uprising
The game takes place on islands floating in the sky. Uprising are people from the surface who have had enough of the people in the clouds dropping bullshit on them. They have two units and two spires and one hero. Basically nothing compared to everyone else in the game, however, the market of mercs, spires, and gear that people buy shit from? They basically get a good amount of stuff from that every single turn making them the biggest wildcards in the entire game. You come up with strategies on the fly and the other players are gonna have adapt as much as you do.
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>>97201955
>Take the shortest path to an enemy
Incorrect. A minion must use all of its movement if it is possible, cannot retrace any spaces moved on it turn, and must end it's turn closer to the enemy fortress than when it's turn began.

New players read this as a minion taking the most direct route possible, but it doesn't say that. Let's say you got a movement of 4 and moving 3 spaces toward the gate or more will put you in firing range of an enemy spire and the enemy minions will move next to you on their turn for damage.
So instead of straight left four spaces as the most direct route, you go left, down, left, and up.

You fulfilled the movement requirement and rules but are out of spire range and now the enemy movement will have them in range for you to slap their shit on your next turn.

Shit like that is where tactics come into play. It's not "incredibly deep" shit but is definitely deeper than just slamming dudes into each other like idiots.
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>>97206063
Well, yeah, my point was that you can make the minions do slightly more than beeline to the enemy like the archetypical MOBA minion wave would, and I forgot that Cloudspire's movement rules are even more relaxed.
>>
>>97201955
>more of an RTS with one cool unit and a bunch of cannon fodder
So it's Warcraft 3



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