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Voladilk

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Skralla did have a ranged attack in the previous edition of the game, but it had to be purchased as a piece of equipment specific to her (Much the same as Lord IronRaven's Spear was specific to him but had to be purchased in the Crusader list).

 

I agree however that in the newest version of the game she hasn't been given the option she previously had, and given that she has a big pistol in one hand we can only hope this is rectified soon.

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Skralla the Black needs a gun. I'm a big proponent of having the model match its abilities in game. Honestly, when I ultimately stopped playing Warlord was almost the same time that Skralla came out, it was the nail in the coffin for me that she didn't have a ranged attack. She's a unique model. I don't think it's going to break the Reven Faction if they have one little goblin with a pistol.

 

Other than that, I'm really looking forward to giving these new rules a shot! I'll try not to pass judgment on how I think things will work or not work until I've actually seen them in game...

 

 

Skralla did have a ranged attack in the previous edition of the game, but it had to be purchased as a piece of equipment specific to her (Much the same as Lord IronRaven's Spear was specific to him but had to be purchased in the Crusader list).

 

I agree however that in the newest version of the game she hasn't been given the option she previously had, and given that she has a big pistol in one hand we can only hope this is rectified soon.

 

I am confident that the first Kruger's Journal will rectify a lot of these problems. ::):

 

Wild Bill :blues:

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I realize that I was already beaten to this, but Yes, Skralla the black had a ranged attack. You could buy her a one time shot with the gun.

 

For fluff reasons, she doesn't have more than one shot because its a gun she stole off a dead pirate, and she didn't steal extra bullets. In fact, she barely managed to steal the one bullet that's in the chamber.

 

And having one goblin running around with gun and enough ammo to always use it begs the question of why the other goblins/reven don't also use guns. To which I say: If there's one army that should never ever play with black powder, it's the goblins. Seriously. While it would decimate the goblin population, as well as seriously reduce the average number of limbs per goblin, it would very quickly anger the Taltain fire marshall's office, and you don't want to mess with them!

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While that makes sense, how then do they get the fire kegs?

 

Considering that the goblin that plays with the fire keg always gets blown up, I think we on safe ground here...

 

PS

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While that makes sense, how then do they get the fire kegs?

 

Considering that the goblin that plays with the fire keg always gets blown up, I think we on safe ground here...

 

PS

 

LOL! Yeah, they steal a powderkeg and then drop a match in it.

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My assistant will be attempting an improvement on the usual application of those barrels of stuff we found in that place that time. Nurk?

 

Thank you, Gurk. This morning I will attempt to correct what I see as a fundamental flaw in application of that stuff we found in that place that time. Previous experimenters clearly did not run away fast enough after dropping a match in the bunghole. I, on the other hand, plan to run away very fast indeed. Gurk?

 

Thank you Nurk. The Crusaders are that way. And Nurk?

 

Yes Gurk?

 

Good luck, and godspeed!

 

Especially on the way back, what?

 

(Pause.... distant panicked shouting, and a brief high-pitched shriek followed by a drawn out, thundering roar.)

 

Ah, there you are Nurk. You really did come back very quickly. Nurk? *toepoke*

 

Than... y' Gurk... 'n conclusionnn... *shuddering gasp* run... fast... errrrrrrrrrrrrrrgh... *dies*

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Just be glad they haven't figured out catapults...

 

"On tomorrow's episode of Nurk'n'Gurk: Goblin Scientists..."

 

"OK, Nurk, today we're going to attempt to improve getting those barrels of stuff we found in that place that time. Now then, I want to take a barrel and sit in that bowl"

 

"OK, Gurk."

 

"Now then, usually we have to run up to those guys to get the barrel where it needs to go, however I've determined that it's much quicker to fly than run. Ready Nurk?"

 

"Ready, Gurk."

 

*Gurk pulls on a lever*

 

*FLING*

 

*Silence, then a faint explosion followed by shouts and curses*

 

"And there you have it, tomorrow, the return trip."

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Now that I’ve played a few games I thought I’d chime in. Some of this has been said before but repetition never hurts. :D

 

Defensive Magic/Shot – don’t like the separation of these at all. If it’s a ranged attack you should be able to shoot back in both cases.

 

Frenzy – very nice and makes for interesting game play. I miss swingthrough, but this is a nice alternative.

 

Firststrike- I objected at first, but I kind of like it now. Still not as cool but having cavalry being able to run people down is quite satisfying.

 

Outrider – superb idea.

 

Flyer/burrow split – THANK YOU!

 

Smite/X – I really like this concept

 

Archers – I don’t like them at all now. If you have Critical Shot you have to shoot grunts/adepts 2-3 times to actually kill them. If you don’t have Critical shot you might as well not even take archers.

 

I don’t like not having Dispel for clerics. It leaves non-mage heavy armies like the Crusaders in a world of hurt. Especially now that spells can do multiple pts of damage across a number of minis.

 

Multitrack grunts/adepts – I really dislike this change more than any of them. It extends the game play and bogs things down a bit. Yes, you can argue that more attacks at higher values balance, but they really don’t seem too. It leads to more healing and fewer units dying per round overall because you have to concentrate attacks too much. I much preferred the old method of one-hit wonders for most grunt and two for most adepts with the occasional exception to both.

 

I’ve still not figured out why the # of attacks, to hit bonuses and DV’s had to be totally redone and given such a different range. On one hand it lets you have more subtly from high to low characters, but on the other it seems that there were too many dice rolls that were near auto hits or nigh impossible with 10s only. Had I been ignorant of the old rules it may not be an issue, and it may grow on me in time, but currently it is not at all to my personal liking. Perhaps hearing some explanation/reasoning from the Reaper peeps may help.

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I like the new arrangements. One-hit wonders have never appealed to me, it's just a bit too simplistic. They make sense for 'blocks of troops' games, where they're basically just hit points for the unit, but in a skirmish game, they make the individual model meaningless.

 

This way, you can see individual models fighting and struggling back and forth, and every one of them, not just the heroes, becomes a meaningful part of the battle. It feels like you have a handful of soldiers, instead of a gang of movie mooks.

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