SirVolkar
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Posts posted by SirVolkar
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I'm glad someone else used GW Plastic Glue first as that was what I was intending to do. Glad to hear it works

As for getting a buzz off of it, I once went to bed having been spending an evening gluing a box or two of Tyranids together. A few hours later I had the most real and scary experience of my life as I awoke to that feeling that something was in my room. I heard a droning sound and opening my eyes came face to face with what I can only describe as a bee-winged Hormagaunt hovering above my bed. I remember screaming at it and leaping out of bed, hurling my duvet over it and standing their, sweat dripping, for a good few minutes before getting the nerve to pull back the sheets and find that I had been dreaming/hallucinating. From then on I glued with the windows and doors wide open!
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Interesting question. Not sure the official answer sorry

I assumed it went to your opponent, the risk you take balanced by the power gained if you pull out something great. From a story perspective, it could be said that the trap was set by your opponent and was so nefarious that your Red Bannermen were unable to spring their leader or simply assumed him/her dead. Alternatively, the Wicked Witch could have caught him with magical guile and passed him off to your opponent for some component of spellcraft. There are a whole range of creative explanations for how he ended up a prisoner of your enemy. Get creative!

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oshfarms said:
Richard Borg said:
A Champion does not have a banner color therefore the second part of the Fireball card does not affect the Champion.
Richard Borg
If that is the case, does that mean that a regular archer unit (non longbow or crossbow) has no possible chance of hitting a Champion with archery?
No, because I'm sure the rules specifically state that SoS from ranged weapons count against Heroes despite the Weapon card's rulings. Don't have the page ref on hand, sorry.
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I would think that anything that doesn't hit with a Sword on Shield acts in the same way as ranged weapons are indicated in the Heroes expansion, i.e. they work against Heroes (but not their troop if acting as a Leader) despite the rules on the Weapon card - or Creature card in this instance
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Agree with the denotation of Hero, Leader and Champion. Hero encompasses both, whilst the others are specific.
Also concur with the movement riles for Leaders equaling the unit they are with.
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Only had the one game with Heroes, but having checked out the cards and read your thoughts, which are intriguing. I can kinda see what you mean. I hadn't really considered the balance of Classes before, but I can see that the Rogue may indeed have a difficult time of it compared to others, especially with his abilities shared by the more powerful warrior. A ranged attack sounds good and fits perfectly with the character. However, I don't think the warrior is broken by comparison to the others, especially the wizard. So the Warrior might get a dice or three more through two skills. The Wizard hits on Lore, meaning he has a 1:3 ratio compared to the Warriors 1:6 and that's with his starting skill, let alone the other lovely tricks he can Presto out of his hat..
As for the Champion Vs. Leader balance, it's only one additional Casualty check thanks to the death of a unit, but this could be the difference between life and death, I guess. Personally, I thought that this might be countered by the Artifact selection for Leaders Vs. Champions, but I haven't rifled through the deck to see if this is so. A simple balancing suggestion could be to ignore the first Casualty check received from a Sword on Shield when acting as a Leader.
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Like the Ruthless ability. An interesting concept that would impact upon the Race's tactics and the way they are played. Concordantly, it would give them a uniqueness and individual style, which is what you want with a new race. Sweet!
Also love the Broadsword idea - two-for-one is a great idea

I think it would be interesting to have Orcs connected to the woods - as with your timber wolves - as opposed to the generic Orcs hate nature and live in hell holes. Love to see them as a force of nature rather than an enemy of it. You could have Green flag Deer Riders, Blue flag Timber Wolf Riders and Red flag Bear Riders. What could be cooler than an Orc riding a Grizzly?
Maybe an Orc riding TWO Grizzlies?!?!
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Thanks both

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So how does this one work?

Against a Champion, firstly can it target them, i.e. are they a unit (I'm guessing yes to this)? If it can, I'm guessing Swords on Shield force a Casualty Check (despite the text of the card), but what about rolls of Lore? Do these insta-kill the Hero, i.e. over-ride the Casualty Check?

Against a Leader, similar query. Does the roll of a Lore wipe out both unit and Leader, sans Casualty Check? Does it simply kill the unit and thus force the Casualty Check?
Your thoughts...?

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No, he gets to stick around. The "use or lose" approach to the Rock Elemental is his drawback for being a mega-hitting Level 1 Red creature-feature.
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Blue Spider? Really? That's possibly even better than the Troll card as it adds a new creature alt to the game

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The Monsters pack is basically being made to appease certain malcontent players (like me) who struggled to obtain the promo figures first time round, as well as noob BLers, whilst at the same time, tweaking them slightly in order to draw in the guys (and gals) that did. Clever move really. Either way, both parties win as they can use either the minis they have or the ones they will get in this pack in order to play two variant beasts.
Also, note that there are four monster cards in the critters pack - the 4th being the much sought after Troll creature card, if I'm not mistaken

Good job to FFG for resolving DoW's mistakes, I say.
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Got to agree with the above. When FFG do get round to reprinting BL, I really can't see them making any major changes. The game is already balanced and running like a dream. But the real reason for believing this is that it would be daft for them to release Heroes, Dragons & Monsters only to then release a shiny new, altered 2nd edition. Mr. Borg seems to already have a gazillion ideas he wants to share with us Battlelore loyalists, so why waste time with fixing what ain't broke?

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Yeah, me too. The whole curved blades and strange mounts always cried non-European to me.
I'm guessing that the Welsh or Irish will be represented by a Fae or Elven race...maybe. Then again, the Welsh already appear in adventures, if I'm not mistaken, and they appear to be human.
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14cross said:
DarkPadawan said:
(Optionally) ignoring a retreat flag is a side effect of being bold but not a prerequisite for a battle back.
A defending unit has to fulfill two requirements to be entitled a battle back:
- the unit has to be bold for whatever reason (inherent, support, landmark, lore card, ...)
- the unit has not moved from the hex it occupied at the start of this particular battle.
Dark.
You know, I haven't been playing it that way but is was always the way I thought it should be. You should be able to battle back not just when you ignore a rolled black flag but any time you are not moved from your hex.
In that case you're going to love the Battle Savvy rules, which do precisely that and allow all units to Battleback as long as they survive and remain in their hex - i.e. they ignore the first requirement listed above. The advantages of Bold and Ignores One Flag type effects are that a unit that is Battle Savvy is far more likely to stay and fight than one that is not

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Tell me more, tell me more, did you get very far...in creating the rules that is. Enquiring minds need to know.
Intrigued,
Sir Volkar
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Good review

Got my copy this week and have to say that I am really looking forward to having a game with Heroes. As with every aspect of this game, the well thought out yet open ended nature of the ever expanding rules not only adds new dimensions to the game but leaves you wondering how Mr. Borg plans to extend and develop the game - because there are so many ways that he could. Battlelore is like a game of Pacman. Everything you need is there in front of you, and it works beautifully, but you can't help but wonder what hidden levels lie beyond the exits at the edges.
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Think Caboose has cleared this one, but basically a unit retreating only alters the dice based upon their situation at the point of the attack. Therefore, if they retreat along a line that would embolden them they get no advantages as the damage (mental and emotional, in this case) is already done.
The only exception to this comes with the Heroes expansion, where a unit that retreats into a space containing a Champion immediately ceases their retreat. This creates an intriguing dynamic to the game and provides Heroes with one of many interesting tactical skills on the field of war

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I'm not Mr. Borg but I'm gonna go with a Casualty check - just the one though, as a Hero dictates how far they want to retreat (1-3 hexes) no matter the number of Flags rolled against them (at least that's how I read the rules
). Then again, if you really wanted to retreat further, I'd say one Casualty check per space...but then I have no idea why you'd do this sort of thing. -
See no reason for an expansion or how one would fit in. Introducing the gods of other races would detract from the flavour of the game and the intriguing balance already existing. Already suggested that Khaine is a Khorne clone, whilst The Horned Rat is/was more or less a pawn of Tzeentch (if memory serves) and his followers already have a presence in the game.
Why mess with genius (unless you're the Changer of Ways)?
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It was a great show and it would be interesting to see a game of it. It could be the perfect opportunity for the story to be concluded as, if I'm not mistaken, the guy who made it had planned six series - three-parts: two seasons each. What we saw was a third of the tale. A game would do well to work through this, but could offer a chance to take it further.
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It came out in 1995 and ran for a couple of years. Started out with players taking the role of one of the five Wizards (Gandalf, Saruman, Radagast, Alatar or Palando(?)), then went on to allow some real direct conflict by introducing the Nazgul, Balrog and Fallen Wizard as playable forces.
Decks contained two types of cards; those that you played on your turn (characters, items, factions, events, etc.) and those that you played on your opponent's (enemies, bad events and the like). It was a 50-50 split, which allowed for some great deck design. There was plenty of diversity. Winning could be achieved through a points system, which itself included characters, factions, items and quests, or through the ultimate quest - finding and destroying the One Ring
Then with your confrontational cards you could focus on the overt approaches; animals (spiders, wargs, Shelob!), Orcs (lots of them!) or unleash The Nine in a variety of ways (my favourite), or you could try more subtler means; disrupting travel, hindering faction tests or, best of all, corrupting the hell out of your opponents heroes to ensure they fall sway to the Dark Lord on his dark throne.In the base game players' parties could meet and coerce each other, but it wasn't until the later expansions when you could actually fight it out.
I could ramble on from memory for a while, but to save time here's the Wikipedia link;
en.wikipedia.org/wiki/Middle-earth_Collectible_Card_Game
If this game did anything for me it was that it got me even more interested in Tolkien's work. It made use of everything and anything it could from the source material, not just The Lord Of The Rings, unlike the later film game that was further constrained by the limitations of the films.
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Played my first game of BL in eons the other day. Felt good, even if the missus did whoop my butt (as per usual).
Whilst I still don't have everything currently released, I do look forward to what FFG have to offer. I definitely think that Army Boxes are a far smarter way of supporting the game and pray that this is the future of the game. They would provide a complete and more balanced race/nation than sporadically releasing troops in dribs and drabs (as per DOW). The downside is that it must take longer between such releases as there would be more in the box. This may explain the traversing of time and the silence of snippets.
I can't wait for the BL Renaissance (not an expansion, the epoch) but understand people's malaise. The game brings out a well deserved vehement support in its players, no?

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Not having tested this idea, I cannot really say yay or nay. However, removing Bold sounds a little too powerful to me. What about the Goblin Rush negating one support for the defender? This would generaly produce the same effect, but in other instances force your opponent to keep his/her forces in groups of four or five instead of three - making them ripe for Lore attacks. A
greed, that against Dwarves the result would be less effective as it wouldn't cancel their racial ability, but then I doubt Dwarves bravery would waver when confronted by Goblins, despite them being their nemesis. In fact, I'd say they'd be more inclined to hit back if this was the case.


Guessing Game: What's next?
in Battles of Westeros
Posted
Not wanting to be pedantic, but technically Tyrell are one of the great houses…however, saying that I do think they would presently fit better as an ally to either Baratheon or Lannister, as suggested above
Although the way things are going in the books, they may see some bigger fisticuff action soon.
And whilst Greyjoy make sense as the next great house release, given that they have fought pretty much everyone, I would much prefer to see a Nightswatch Vs. Wildlings new core set release. They are two very distinct sides - especially the Wildlings - with the opportunity for some really creative units and characters. Plus, the battle at the wall would make for a great advanced scenario
Oh, and I second the Boltons as an ally force. Imagine the fun you could have taunting your opponent after capturing one of his commanders, knowing full well that they're likely to end up at the end of a flaying knife…or killing the sadistic Bastard of House Bolton, if you prefer!