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Post by stubram on Mar 2, 2015 15:42:37 GMT
And heeeeere we....go!
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masterdisaster
Padawan
Will McCreath - Wyrd Henchman & Malifaux Junkie
Posts: 467
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Post by masterdisaster on Mar 5, 2015 14:11:48 GMT
Ok - So I've had a quick read the rules on the free PDF and for the most part it all seemed to make sense although I'm not sure everything stuck, there's a lot to take in. However something cropped up that has me completely confused so some enlightenment would be appreciated.
What the hell does Doomtrooper actually do? It makes very little sense to me given the description in the special rules section. I ask as Captain Hiroko has the rule but I can't figure out what it's supposed to do.
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Post by stubram on Mar 5, 2015 19:33:46 GMT
Not masses at the mo. Suspect they may make more of it later.
The rules read that models with 'Doomtrooper' may be paired. One takes a 'Lord' slot in the army list, the takes a 'Support' choice.
What does that mean? Well, I guess it means that you can get an extra Lord into your army than would otherwise be allowed. I suspect that more Doomtroopers will start to come out, offering certain upgrade abilities to each other.
Doomtroopers can only be taken for Brotherhood or for the faction they are from.
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masterdisaster
Padawan
Will McCreath - Wyrd Henchman & Malifaux Junkie
Posts: 467
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Post by masterdisaster on Mar 6, 2015 8:16:02 GMT
Exactly it seems very unclear. I've had a gander through the other armies and there are a number of Doomtrooper Lord / Warlords around. Perhaps it means Hiroko + another Lord for example can be paired to form a unit which in turn takes up a Lord + Support slot in the force organization? Perhaps a quick question thread about this on the Prodos forums is required. I see you've been on there although their forums seem very quiet.
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Post by stubram on Mar 6, 2015 10:46:25 GMT
Perhaps it means Hiroko + another Lord for example can be paired to form a unit which in turn takes up a Lord + Support slot in the force organization? Yes, that's how I read it. So you can have 3 Lords (normally only allowed 2) if two of them have 'Doomtrooper' as one of the 'Doomtrooper' Lords takes up a support slot instead of a lord slot. Don't forget, if you take a unit as a 'Warlord' choice, it loses its 'Doomtrooper' status. A pretty nothingy ability by all acounts. Yeah, most people seem to use facebook, but it's mot a very efficent way of asking questions, but the guys running the forums seem to be a) poor at responding, and b) downright rude. One enthusiast opened a thread, basically complaining that all of the promised deadlines for release are never met, and asking for clarity. When someone finally responded they said - and I quote - ' We don't check the forums that often...there's no point shouting about it, it will take as long as it takes'.
Unbelievable way to treat your fanbase! It's one of the reasons I don't want to bother with becoming Prodos' version of a 'Henchman'
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masterdisaster
Padawan
Will McCreath - Wyrd Henchman & Malifaux Junkie
Posts: 467
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Post by masterdisaster on Mar 6, 2015 11:16:28 GMT
Perhaps it means Hiroko + another Lord for example can be paired to form a unit which in turn takes up a Lord + Support slot in the force organization? Yes, that's how I read it. So you can have 3 Lords (normally only allowed 2) if two of them have 'Doomtrooper' as one of the 'Doomtrooper' Lords takes up a support slot instead of a lord slot. Don't forget, if you take a unit as a 'Warlord' choice, it loses its 'Doomtrooper' status. A pretty nothingy ability by all acounts. Yeah, most people seem to use facebook, but it's mot a very efficent way of asking questions, but the guys running the forums seem to be a) poor at responding, and b) downright rude. One enthusiast opened a thread, basically complaining that all of the promised deadlines for release are never met, and asking for clarity. When someone finally responded they said - and I quote - ' We don't check the forums that often...there's no point shouting about it, it will take as long as it takes'.
Unbelievable way to treat your fanbase! It's one of the reasons I don't want to bother with becoming Prodos' version of a 'Henchman' Seems like a kind of cool idea however the rules really are pretty unclear. Some clarification would be great. I'll have to check the FAQ to see if it's in there. It's a shame the forum is like that, especially from the staff at Prodos. The Wyrd forums are nothing but friendly, even their staff come online have have a giggle or a joke with us from time to time which is great. You can PM them and they will usually response fairly quickly too. It's a really great community even if it is full of Wyrdo's. There's a great bunch of guys on there that will help any level of player with any questions, queries and they are always offering advice on painting tips, scenery etc. I'd check it out if you get the time. Myself and a couple of others have a bit of a reputation on there though so just ignore that It's pretty shocking to hear Prodos are like that. It's like I was saying to Pete at Enyotment last night. You don't bite the hand that feeds you. Wyrd learnt pretty quickly posting release dates of stuff often backfires so they've all but stopped doing it now so they can quell the tide of people bitching on the forums moaning that X isn't released by Y. They've taken the decision to just release it and say yup, we have it here. You'll have it by then. Done. Seems to be working! Of course people are still moaning that no information is worse than inaccurate information however they are the minority. There's no point giving people hope if you can't deliver the goods and really it's only the main stream super companies like GW and PP that can always get their releases done on time because they have so much infrastructure. The Crusader program seems like a good idea in theory however if Prodos are gonna be asses about it then don't waste your time. It's not like Wyrd where they show their appreciation for your time, hard work and efforts. To be honest I love Malifaux so much even if I'd not been accepted I'd still organize events but having that rewards and recognition is appreciated. Hopefully they'll change their attitude in due course although if somebody was slating my company and complaining after you'd put in a tonne of work I'd probably be a little annoyed too but you don't express that publicly for the world to see!
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Post by stubram on Mar 6, 2015 16:32:08 GMT
A discovery we made in a game recently, copied over from the general discussion in case it helps anyone else - . In Warzone, any model which is 25% or more in cover counts as 'in cover'. There's no such thing as 'partial' or 'full' cover. The type of cover itself defines how much bonus you get, so chain link fences and bushes offer light cover (whether you're nearly all hidden or just one leg is), and solid walls, rock etc counts as heavy, so do intervening models.
Also, cover is cumulative, so if there's a rock, a bush, and an enemy trooper blocking line of sight by 25% or more, the the modifier is -4 (Rock - hard cover), -2 (Bush, light cover), and -4 (enemy trooper - counts as hard cover) for a total of - 10 from your RS.
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Post by stubram on Mar 6, 2015 23:36:14 GMT
Another observation -
If the enemy is 12" or closer, you must take a leadership test in order to target another model. If you pass the leadership test, or there are no enemies within 12", you can target ANY model within range (pre-measuring is allowed).
That means you can shoot at the heavy weapon specialist hiding at the back of the squad, or the Warlord bringing up the rear. However, every enemy model blocking at least partial line of sight is -4 from your RS (Range Skill). In addition, Lords and Warlords have the 'Shielded' ability, squad commanders have the 'Guarded' ability, and heavy weapon specialists offer the 'Get The Gun' ability.
Meaning? Yes, you can shoot whoever you like in LOS, but the odds of taking out one of these rare individuals is increadibly hard to do.
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Post by madphil101 on Mar 7, 2015 5:47:00 GMT
SNIPER.... Everybody down!
So where's the rules for building a force. Encourage me in my laziness...
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Post by stubram on Mar 7, 2015 7:18:31 GMT
SNIPER.... Everybody down! So where's the rules for building a force. Encourage me in my laziness... I try not to encourage anybody in anything. Sets a bad precedent. Short version - (min/max) 1/1 Warlord 2/4 Troop 0/2 Lord 0/3 Support 0/1 Light Vehicle or Monster That's the set up for a standard game. There are different organisational charts for different types of games (larger/more vehicle based etc).
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Post by madphil101 on Mar 7, 2015 10:06:14 GMT
Ta duck
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Post by stubram on Mar 7, 2015 10:56:28 GMT
I see myself as more of a mallard.
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Post by stubram on Jan 22, 2016 22:55:35 GMT
An obvious one, but I still somehow missed it -
You can't shoot a target with more than 3 intervening terrain pieces in between you and the target (other enemy models count towards this). Since this is a highly terrain orientated game, this rule would certainly mean more manoeuvring and less killing in the early stages.
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Post by stubram on Jun 8, 2016 21:50:24 GMT
Afternoon all, here is couple bullet-points from the rules team about major changes in version 2.0 - Faster, smoother Turn sequences resulting in quicker games. - Removal of base sizes and base special attacks. Now each model has a Size modifier - Armour stat has been increased by 10. You now simply subtract the Strength of the attack to find the Armour Save you have to roll. - Vehicles are now statted the same as Infantry. No more AV/AVV - RoF and RoA have been combined into RoA - Added DEF to close combat allowing for more dynamic close combat. - Changes to Terrain modifiers - Condensed Card deck. 40 unique dual-purpose cards. 3 of the same cards each per play deck - Removal of Squad Special Actions and CC special actions - Cover modifier has changed (1 cover type) - no more warlords / lords,just "heroes" (or whatever) - there will be a new mission portfolio (some were unbalanced for tournament play) - turn 1 and 2 have serious deployment restrictions (RD / Infiltrate) - more deployment options (stalk, flank deployment) - Restructurisation of the rulebook - removed negative armour modifier for armour - free pivot action at start of model activation - revamped and more meaningful actions - got rid of weapon ammo types - changes in terminology to make things clearer and few more
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Post by tango on Jun 9, 2016 17:57:47 GMT
So will the heroes have the same powers and spells. I was just getting my head around the last rules.
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Post by stubram on Jun 9, 2016 21:19:46 GMT
Christ knows. There's a danger they'll do what they sid between the 1st and 2nd editions i.e. Change an in depth skirmish game to a wanna be 40k copy, which is why it failed last time.
To be fair, most of the changes are ones that I either alteady used (special squad actions) or would welcome (removal of base sizes) so am keen to see how it flows
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Post by tango on Jun 10, 2016 19:21:01 GMT
Christ knows. There's a danger they'll do what they sid between the 1st and 2nd editions i.e. Change an in depth skirmish game to a wanna be 40k copy, which is why it failed last time. To be fair, most of the changes are ones that I either alteady used (special squad actions) or would welcome (removal of base sizes) so am keen to see how it flows Ok bring it on.
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Post by stubram on Jun 11, 2016 7:07:08 GMT
Speculative release date for v.2 is September/October.
I like this game enough that I'm gonna get the new book and army book for Imperial, but if they bring out v.2.1 anytime soon, I'm gonna be forced to set fire to the games developers.
Worst case If that happens- I'll have an already painted Death Korps of Krieg Imperial Guard army for 40k (which keep telling myself I'll get back into once I've calmed down on all of the othe games - I.e. probably never!)
Fear not tango, from what I can tell so far, most of the changes aren't game altering, just common sense. I guess the only issue some people might have is that, by removing all of the squad special actions and other detail, the smaller games won't be as fun (you can play a 500pt game and have as much fun as 2000pt at the mo). Could this be the first sign of a necromunda-type spin off, like they did for 40k once they realised the rules were too indepth for big games? Even if not, doesn't mean we can't bring out the now'old' detailed rules for smaller skirmishes.
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Post by tango on Jun 11, 2016 8:16:57 GMT
Speculative release date for v.2 is September/October. I like this game enough that I'm gonna get the new book and army book for Imperial, but if they bring out v.2.1 anytime soon, I'm gonna be forced to set fire to the games developers. Worst case If that happens- I'll have an already painted Death Korps of Krieg Imperial Guard army for 40k (which keep telling myself I'll get back into once I've calmed down on all of the othe games - I.e. probably never!) Fear not tango, from what I can tell so far, most of the changes aren't game altering, just common sense. I guess the only issue some people might have is that, by removing all of the squad special actions and other detail, the smaller games won't be as fun (you can play a 500pt game and have as much fun as 2000pt at the mo). Could this be the first sign of a necromunda-type spin off, like they did for 40k once they realised the rules were too indepth for big games? Even if not, doesn't mean we can't bring out the now'old' detailed rules for smaller skirmishes. Looking forward to the next game, I will try to remember to turn the tables the right way round. I think next time we should start anywhere within a foot. Save a whole game turn.
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Post by stubram on Jun 11, 2016 16:55:15 GMT
The idea is to set up 6inches into a 48 inch table, meaning that we're 36 inches away when the battle starts. As the range of most weapons is 24 inches, you get a turn of manoeuvring bar the super fast or long ranged stuff. Any closer, and everything will be able to shoot from the beginning, meaning no movement or manoeuvring
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