Jump to content

Shane

Members
  • Posts

    558
  • Joined

  • Last visited

  • Days Won

    5

Posts posted by Shane

  1. It's really worth thinking about what you need from a game. 

    The idea of a big narrative campaign is always great to me. In reality, it's hard enough getting games of AoS in.

    This could be something I play with my brother/non-wargaming friends over a beer.

    • Like 4
  2. 2 hours ago, Rodiger said:

    I have a question to people who got to play warcry. I've already pre ordered the game btw I'm not here trying to slag it off, it looks great.

    How much is it just move you models to the middle then roll dice until somone wins? This was my big problem with kill team, it was just dull. Games like necromunda and shadow war didn't have this problem as they were bigger play areas, (reduced size equals faster games but less room to do anything,) and you either won and you lived, or you lost and died, there was rarely congestion over multiple turns. Apparently there are like 40 million combos but if they all end up as move to the middle and roll dice until someone wins then it will be dull. I've watched 2 play throughs and they were both kind of like that.

    Thanks

     

     

    Skip to 26:20 for the discussion on the core game engine.

     

  3. In the GMG video above he says the Iron Golems come to 975 points. There is no mention if this grants you any bonus for having less points. Or if points matter outside of use everything you get in a warband box.

  4. 1 hour ago, Rodiger said:

    I have a question to people who got to play warcry. I've already pre ordered the game btw I'm not here trying to slag it off, it looks great.

    How much is it just move you models to the middle then roll dice until somone wins? This was my big problem with kill team, it was just dull. Games like necromunda and shadow war didn't have this problem as they were bigger play areas, (reduced size equals faster games but less room to do anything,) and you either won and you lived, or you lost and died, there was rarely congestion over multiple turns. Apparently there are like 40 million combos but if they all end up as move to the middle and roll dice until someone wins then it will be dull. I've watched 2 play throughs and they were both kind of like that.

    Thanks

    Not sure if you saw this one. Placement/movement seemed key for the objectives. And the card changing deployment mixes that up. There will always be an element of get in and hit hard - it's skirmish sized and shorter play time.

     

    Edit: For me it is the multiplayer element that helps keep these scale games exciting. Even when I was young three(+) of us would play Necromunda or Mordhelm at once.

  5. Two questions:

    1) The fight last ability at the end of the charge phase - this is any charge phase e.g. even if the enemy charges you?

    2) The Epitome ability is at the beginning of the combat round (fight last) - does that mean it can also use the standard hero ability (fight last) at the end of the charge phase too?

  6. On 27/08/2016 at 8:02 PM, Wundlesprut said:

    I recently finished one of my first units for my Hosts of Slaanesh, but was curious about opinions on the bases. I've initially just gone with the 40k biker bases they came with, but I'm wondering if they wouldn't look better on the oval ones (60x35?).

    Excuse my sloppy painting, I'm working on improving my neatness.

     

    2jaxch3.jpg

    I'm in the same spot. The made to order ones come with the new oval bases. If you look at the AoS base packs they only do oval for cavalary. Same for 40k. I think these old rectangle biker bases are on their way out over time. 

  7. 14 minutes ago, mmimzie said:

    3. Could easily be fixed on a per warscroll bases. They could do it like they fixed bale wind. Update thier war scroll and your done. Either add "these can ignore the rules of 1 for arcane bolt" Or don't make it a spell and instead make it an ability they use in the hero phase.

     

    That's what I meant about creating new keywords/rules to get around existing ones. That is the cause of rule bloat (see 40k). It also leads to the opposing player being (unpleasently) surprised when you suddenly point out a unique keyword that invalidates their game expectation.

    Copying Arcane Bolt into Bolt of Change for Heralds as a hero phase ability could work, as an example. That way you're not playing around with keywords. 

    • Like 2
  8. The following suggestions are based around the core idea of fun (i.e. what I don't find fun in AoS):

    1. Reconsider battleline and how it is implemented by default. Why is being forced to take units I don't want to fun? Why is it fun to lose out on a bonus for XX number of models due to trying to hit a predefined limit of units?
    2. Spells/abilities per faction. They'll come, but please hurry it up.
    3. Rule of one on spells is reactionary to an open play issue. Massively impacts some factions (Tzeentch) whilst others get around it with loopholes (keyword changes ((Stormcast)). If you're then writing rules to get around your own rules - i.e. Tzeentch suddenly cast changes rather than spells - it doesn't fix the problem (the original rule). And at least change to successful attempts.
    4. Avoid at all costs using different keywords to get around your own rules. 40k has rules stacked on rules just so one army seems a bit cooler at the expense of rule bloat and the other player being annoyed (i.e. it's not fun). 
    5. Vary the missions. Hold the objective is over used.
    6. Keep it simple as they have done so far!
    7. Allow all chaos monsters to have marks of chaos to get around allegiance issues (like the Vortex Beast, for example).
    8. Rather than increase any point costs, instead look at the units no one uses and ask why. Are those too expensive? Do they need an ability/combo tweak? Don't immediately punish the good units. Improve the bad ones.

    On top of that, it'd be neat if GW conducted usability testing at events. That can give you real insight as to what the pain points actually are. Asking directly what to improve, from a product perspective, isn't always wise. 

     

    • Like 5
  9. 3 hours ago, Darth Alec said:

    ....I guess they could go for a "Bloody Tower" deal, Khorne themed. Use mostly bloodbound models, throw in one or two new character sculpts and a new Khorgorath and some new heroes.

     

    Speculating is too fun. At least its good to hear it sold well.

     

    Well, they do have a finished Khorgorath model that never got released...

  10. 14 hours ago, Darth Alec said:

    It seems Warhammer Quest sold very well, at least initially. So with any luck, there will be new Warhammer Quest sets. Maybe not Silver Tower ones, but the WQ ruleset is generic enough to open for others. Mannfred's Lair (Death), Den of Bones (Destruction), Reign of Shadows (Ulgu) etc. It's all down to sales, really.

    At Games Day they were taken aback by the demand and wished they'd already had one planned. So I expect something next year. Rebox some existing minis, throw in a few new ones, new tiles and mini-adventure book. Done.

    • Like 2
  11. On 10/12/2016 at 9:44 PM, Suave said:

    It would be cool to see Age of Sigmar influencing new teams for Blood Bowl. Sylvaneth team please!

     

    It's set in the alternate old world. 

    There will be six plastic teams - humans, orcs, skaven, dwarves. elves, and nurgle. And then the rest will follow as resin (Dark Elves, for example).

  12. I expect GW will slowly separate what little crossover there is between AoS and 40k lines. Rubic marines and Tzeentchgors, for example, rather than more cross-game daemons.

    Also, the Primarch will be its own kit. It is a big deal and they'll want to market it as much.

    The smaller model will be a familiar or the 30k version.

×
×
  • Create New...