Monday, September 21, 2020

2 million page views!

Quick update on a number of relatively minor things.

First of all, we hit 2 million page views yesterday!

Only the finest MS Paint circles and arrows for our readers.

When John and I started Cannot Get Your Ship Out back in January of 2017, we did so at the insistence of my wife (love you, dear) to get all of our advice in one place for our local new players. We are the designated "new guy welcome committee," given we are the most experienced players in our local meta and we were getting a little tired of saying the same thing over and over again when a new wave of players showed up, so why not put it all in a blog we could link to? We figured there might be some interest online as well so hey, let's see what will happen. 3½ years later, 2 million pageviews is success for our little plastic spaceships blog beyond what we could've imagined. Thanks for coming along for the ride.

Secondly, as you've likely noticed, we haven't had many articles lately. We caught up on wave 8 pretty quickly after release and then local play slowed down due to COVID, as I imagine it has for most of you as well. We're still getting the occasional games in at home (while wearing masks because duh), but the pace has definitely slowed down. We're still here. We'll have the occasional Armada article, although right now we're mostly waiting for Clone Wars. I've been considering tacking on a board game reviews section, given John and I play a fair number of those pretty regularly, so we'll see. It wouldn't replace or compete with our Armada content so much as be a secondary thing we do through CGYSO when Armada articles have hit a slow patch, like right now.

Hopefully everyone is doing well!

7 comments:

  1. I’d be interested in some board game reviews, what you guys been playing recently?

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    1. Gaia Project, Mariposas, Marvel Champions, and Spirit Island would be the big ones that have been getting a lot of play lately, but there are some others too.

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  2. Congrats guys! You deserve it for all the work you've put into this and how much help it's been to myself and many others!

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  3. Congratulations, you guys deserve every view and more! So many articles of yours have come in handy and every one has been a joy to read. Can't wait for the Clone Wars articles and I can't say I wouldn't love some board game reviews in the meantime. Here's to 2,000,000 more views!

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  4. As someone who both plays a ton of board games on top of Armada and likes y'all's writing, that would be 100% in line with my interests. (also, spirit island rules, idk if you guys are getting into the higher-difficulty stuff but I'd love to hear some CGYSO-style breakdowns of spirits and powers that let you get through particularly tough scenarios. That might be a bit *too* niche though)

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    1. We usually do Spirit Island around difficulty level 6 (almost never scenarios, usually just different European powers) but we win I'd say about 75% of the time so we should probably up it to difficulty level 7 or 8 one of these days. That said, we tend to prefer our co-ops challenging but usually winnable provided we make decent choices, so we'll see when/if we go for that.

      In general I've found beyond understanding the basics (the explore-build-ravage chain and when/how to break it and when to accept you can't do anything about a situation right now) I've found the most important aspect is choosing spirits that don't get hosed by the scenario/enemy. Some spirits just aren't a great match for whatever the setup is going to be and should be avoided, even if someone likes them. A good example would be Shadows Flicker Like Flame relies pretty strongly on gathering single explorers away quickly and early (and then when he gets stronger he eats them too) to disrupt the invader chain before they even gets to build. If you're playing against France and they drop two explorers when they explore, well... he's pretty terrible.

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