what i have noticed in the 4 games played with them so far is that, they seem to be super powerful early game and then quickly get left behind by some of the more mobile or powerful races, the sleepers mess up these guys big time also it seems. the thing getting your cathedrals out early then camping on rituals is a good way to build up a collection but it then puts a target on you because those all could be 3s and thats more dangerous than the fact they probably are all 1s. then if the other players sees that as a threat they will focus down your youtans and once they are killed the ancients lose all combat ability. the reanimated must have other units to be effective and the unmen have 0 combat power so they are only good to help the reanimated or to capture cultists early on. the cathedrals i never see being used often, either they are made to protect the ancients gates or to hold power from other factions, when they protect ancient gates then other factions that are better at dragging their feet like sleeper or black goat or factions with a ton of power like crawling chaos, they can just wait till ancients are out of power and then destroy whatever the cathedrals were protecting. if its in their area they leave it alone and never build great old ones at the locations. but that being said sometimes the ancients are forgot about and the rest of the players end up focusing the faction with a ton of gates and units and ancients sneak up and win. but its never a huge lead the ancients get just ahead by a few doom and then win via signs. over all i like the faction for the style and the fact its different. i don't know if neutral great old ones would help my problems, since i own none of them, we use the factions not being played as neutral great old ones. so if opener of the way isn't in the game ancients (and only ancients) can summon the opener of the way great old one for the normal power.
I 100% agree with this evaluation of the Ancients. Definitely a very different type of play. They feel like a more successful implementation of the Tcho Tcho's "build big early and desperateIy scrape by past the finish line" concept. I love that their faction is sort of designed to fall apart by the end of the game, once you run out of Cathedrals to build, unmen to summon, free monsters to give away, and your Yothans are extinct and your Reanimated scattered. This faction more than any other takes advantage of the metagame and I think the people you play with will largely determine whether The Ancients are fun or not. I personally enjoy "social engineering" the other players in games anyway, so I have a lot of fun with them. I think they will also benefit a lot from independent GOOs or monsters if you use them.
I don't know, I feel the abilities in the Consecration spellbook should have already been part of the Cathedral faction card abilities, leaving space for another spellbook that could leverage Catherdals further with more abilities. Something like Cathedrals giving further movement abilities such as 'Underground passages' giving instant movement between cathedrals areas (which is also in theme, if anyone's read "The Mound")
id argue that you dont want to take the Yothan spellbook until the last one simply because losing them permanently will destroy your ability to defend yourself. I was windwalker against ancients and one guy had a gate with a cathedral, acolyte and 2 yothans after taking their book. I killed both Yothans with 3 Gnoph Kehs and he couldnt defend anything for the rest of the game.
Hey folks, in my haste of rendering this video, I left an extra 5 seconds of dead air at the beginning. lol, surprised no one called me out on it, it's processing now, feel free to complain at me next time to fix it! Thanks!
my friends and I aren't a fan of the faction so far. They're the only faction that getting a spellbook means "you can now summon X monster", unlike the other factions where the spellbooks let you do cool new stuff. I understand what Sandy and co tried to do, but I don't think they succeeded. If the monsters cost more without their spellbooks, but also had cool abilities, then I would kind of understand the concept. As it stands, the spellbook is only there to slow how fast you summon your own monsters by making them way too expensive for no good reason. Or, if the spellbook gave a pro and a con at the same time, it would be more interesting...
Hi Everyone, It seems to me that a faction where every unit has a severe downside won't be fun to play. What are people's thoughts? Is this faction fun? Warm regards, Rick.
have fun at Origins! Drop by our booth and wave antennae. I won't be there but my team is.
what i have noticed in the 4 games played with them so far is that, they seem to be super powerful early game and then quickly get left behind by some of the more mobile or powerful races, the sleepers mess up these guys big time also it seems. the thing getting your cathedrals out early then camping on rituals is a good way to build up a collection but it then puts a target on you because those all could be 3s and thats more dangerous than the fact they probably are all 1s. then if the other players sees that as a threat they will focus down your youtans and once they are killed the ancients lose all combat ability. the reanimated must have other units to be effective and the unmen have 0 combat power so they are only good to help the reanimated or to capture cultists early on. the cathedrals i never see being used often, either they are made to protect the ancients gates or to hold power from other factions, when they protect ancient gates then other factions that are better at dragging their feet like sleeper or black goat or factions with a ton of power like crawling chaos, they can just wait till ancients are out of power and then destroy whatever the cathedrals were protecting. if its in their area they leave it alone and never build great old ones at the locations. but that being said sometimes the ancients are forgot about and the rest of the players end up focusing the faction with a ton of gates and units and ancients sneak up and win. but its never a huge lead the ancients get just ahead by a few doom and then win via signs.
over all i like the faction for the style and the fact its different. i don't know if neutral great old ones would help my problems, since i own none of them, we use the factions not being played as neutral great old ones. so if opener of the way isn't in the game ancients (and only ancients) can summon the opener of the way great old one for the normal power.
I’ve never used unplayed factions GOOs as IGOOs, though I have the cards for them, do you find any particular ones to be very popular?
I 100% agree with this evaluation of the Ancients. Definitely a very different type of play. They feel like a more successful implementation of the Tcho Tcho's "build big early and desperateIy scrape by past the finish line" concept. I love that their faction is sort of designed to fall apart by the end of the game, once you run out of Cathedrals to build, unmen to summon, free monsters to give away, and your Yothans are extinct and your Reanimated scattered.
This faction more than any other takes advantage of the metagame and I think the people you play with will largely determine whether The Ancients are fun or not. I personally enjoy "social engineering" the other players in games anyway, so I have a lot of fun with them.
I think they will also benefit a lot from independent GOOs or monsters if you use them.
They've been biding their time and emerge from underground at the end of the world. Cool.
Woah I never realised how big dire cthulhu was!
I don't know, I feel the abilities in the Consecration spellbook should have already been part of the Cathedral faction card abilities, leaving space for another spellbook that could leverage Catherdals further with more abilities. Something like Cathedrals giving further movement abilities such as 'Underground passages' giving instant movement between cathedrals areas (which is also in theme, if anyone's read "The Mound")
id argue that you dont want to take the Yothan spellbook until the last one simply because losing them permanently will destroy your ability to defend yourself. I was windwalker against ancients and one guy had a gate with a cathedral, acolyte and 2 yothans after taking their book. I killed both Yothans with 3 Gnoph Kehs and he couldnt defend anything for the rest of the game.
Hey folks, in my haste of rendering this video, I left an extra 5 seconds of dead air at the beginning. lol, surprised no one called me out on it, it's processing now, feel free to complain at me next time to fix it! Thanks!
I'll definately be getting this faction next. The social engineering aspect is really interesting
my friends and I aren't a fan of the faction so far. They're the only faction that getting a spellbook means "you can now summon X monster", unlike the other factions where the spellbooks let you do cool new stuff. I understand what Sandy and co tried to do, but I don't think they succeeded. If the monsters cost more without their spellbooks, but also had cool abilities, then I would kind of understand the concept. As it stands, the spellbook is only there to slow how fast you summon your own monsters by making them way too expensive for no good reason. Or, if the spellbook gave a pro and a con at the same time, it would be more interesting...
Hi Everyone,
It seems to me that a faction where every unit has a severe downside won't be fun to play. What are people's thoughts? Is this faction fun?
Warm regards, Rick.
Are you going to do a review of them?
Yes, I'll be doing at least one followup video on Ancients after I've played a few more games with them!
@@GreyWizardInsights Great news!