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About kaffis

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    Troy, Ohio, United States

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  1. Moon Knight is my pick for a dual aspect hero.
  2. It's hardly the only example. Surely FN-2199 should be a Trooper, and Qui-Gon1 should be a Jedi, Leia1 should be a Leader, Han1 should be a Scoundrel, etc. We'll see if they bother with an Infinite Holocron, and if they do, whether they add keywords (and presumably concurrent points adjustments) to block 1 cards and characters.
  3. But I like Rune Wars because movement matters so precisely, and flanking opponents is devastating and thrilling. Also, one roll per attack means every attack has impact, rather than many attacks whiffing or killing a single figure as the norm. Suppression is a mildly interesting mechanic that Legion brings to skirmish, but it just so blatantly highlights all the worst elements of skirmish games, too, and they're all the things I love Rune Wars for NOT being.
  4. I already attend GenCon annually, so I'm almost certainly in. As had been mentioned, hotel costs can be mitigated reasonably. Plus, there's a whole weekend of gaming on hand to fit every taste of Rune Wars isn't your only outlet, which mitigated the travel and badge costs... That said, any event isn't going to work for everybody in the community, and we get that. I'd love to participate in a Rune Wars event at GenCon to give the community efforts some visibility and cater to those of us who find the broader event makes the travel worthwhile. Meanwhile, I'll still be keeping my ear to the ground for big events elsewhere, too!
  5. Wait, so should we be recruiting Armada players? Is that what I'm reading? "Sure, both of our games are probably dead, but our community is way more optimistic about our prospects as a community driven zombie game, so come on over..."
  6. Don't count us out yet! That's how good we are as a community. We love this game, we love playing it, complimenting each other's paint jobs, discussing it... It's not just about winning and organized play for bragging rights and FFG swag. That's why we're gonna fight for our community and to grow it as long as FFG will print the game.
  7. Opportunity costs on F and B/G. Vs. 3 points and an upgrade they clearly don't need to succeed. Also, each of these are limited to line of sight or range from another unit, tying a lot of points into supporting this play instead of doing their own thing exclusively, and making it impossible out on an unsupported flank. Finally, they can't be executed on initiative zero, giving quick units on good positions time to act to mitigate the option in some way. Leonx are closer, but can only do it once engaged, and one of the possibilities involves giving up their attack. Scuttle actively punishes getting "good" position on Threshers, can be done in combat or out, and can force you to defend against a charge against multiple units of they begin the turn in terrain, making their quantum position even more effective. Leonx will only ever invalidate one unit's dialed action if they opt to bounce or not. Exhaust might be enough. Before dials would likely be enough. Discard to stun isn't, too many people forget it can stun entirely and still cause problems. 😉
  8. On the other hand, painting does build up a personal connection with your army that, I think, goes a long way to explain the passion the core players here in the forums feel for the game. The fact that every single army I saw at GenCon had significant paint on it, and many were completely painted and based, really speaks to how energized and engaged we felt by the game. I don't get that from X-Wing, and I don't get that sense from most of its players.
  9. I think the point is they're potential underpoweredness isn't clearly warping the entire meta the way the obvious efficient Uthuk things are. So they're lower priority tasks that can wait to be addressed when we have a more level playing field overall. Wait Waiqar have a hero they can use effectively, now, so it's not like failing to address them now means they're forced into heroless builds. When the data shows Lord V dominating all the viable Waiqar lists, by Waiqar not being overpowered overall, we can poke at the other heroes in an environment that's telling us more subtle things than Uthuk wins a lot.
  10. You could make the rule so you either touch between the center connectors, or you touch on two different trays.
  11. Shane, I support you helping to coordinate things. I definitely want to see you share the work, testing, and brainstorming with other community leaders, both to ensure some diversity of perspective and to prevent burnout. I think you've outlined good starting principles, though I think you're being overly cautious in not at least choosing one or two items of low hanging balance fruit to tackle. I think the regional results you all outlined in your own show indicate the data supports some targeted, small tweaks to Uthuk at least. I feel it's important to demonstrate from the outset the council (or whatever) has a willingness to engage balance and the processes you'll use to analyze and address it. That way, players on the fence about the community ownership and players considering jumping in despite the lack of official support can see that we as a community plan to take an interest in keeping a fair and diverse meta going.
  12. It's essentially a 37 point auto-won charge on a unit per turn. Which is pretty darned good and disruptive. And makes them feel very fast, which feels really weird for undead, thematically. I think Darth Matthew had the right idea with a stun token. FWIW, I think taking a few tweaks to points is more likely a good idea. Except the timing tweak s. Changing Insatiable Hunger to happen after his nomming is perfect, and Scuttling before command is just enough to fix them. Exhausting would also be fine for Scuttling, come to think about it.
  13. While "it's too generic" was always a criticism of Terrinoth, it was also close to being a strength. While it doesn't come with built in fans who just gotta have the latest thing related to their favorite setting, it also is relatable, recognizable to newbies, sets expectations easily, and is unlikely to outright turn people off by being too niche. L5R is the flip side of that. It comes with some baked in fans who gravitated to it over years back in the day and carry nostalgia for that. But the samurai theme is much narrower and divisive than generic fantasy a it doesn't do a good job of quickly establishing expectations and s gameplay language by leveraging common understanding of popular tropes as well as fantasy factions do, and it's less visually diverse than traditional fantasy races and creatures. (I primarily know L5R from limited exposure to the card game a few times, but I've NEVER seen what I'd consider a fantasy creature depicted. So in addition to all the factions being infantry in samurai armor instead of some skeletons, others elves, with some humans and dwarves over there... I also lose the carrion worms, treants, golems, and demon crabs that make Terrinoth stop passers-by despite the lack of familiarity. At least, as far as I know.
  14. D&D is basically the benchmark for generic fantasy. Warhammer Fantasy differentiates itself with the Chaos gods, the twisted monstrous creatures and demons they spawn, Rat-men prominently featured, early steampunk elements, and a pretty unique (at the time) take on orcs and goblins. Warcraft differentiates itself with noble (and interestingly corrupted!) shamanistic orcs, doubling down on the steampunk vibe, and a focus on characters and a strong narrative of"recent" history. Even so, it looks a lot like Warhammer because of its origins as a video game on development. Tolkien competes with D&D (impressive, considering it largely inspired D&D, but then D&D went bonkers at creating reams of new content to gobble up as many influences as it could find) at being the iconic starting point for fantasy settings, with Tolkienesque depiction of elves and orcs and goblins and wizards setting the standards and norms for things to follow to either conform to (generically), or break the mold by deviating from in interesting and visible ways. Rune Wars feels generic because there's very little visible impact to it's products to highlight the way its rune magic works as different from other settings magic items or spellcasters (typically relegating them to names of upgrades with frankly pedestrian game mechanics and effects), relatively few distinctive creatures turned into visible units, and no races that really break new ground instead of being "what you expect elves to be like" or "this setting's version of X corrupted but demons". Some of that is being a victim of coming late to the fantasy setting party, some of that is a poor job creating compelling narratives and creation stories that manifest themselves in the games we play. There isn't even a head honcho demon the Uthuk Y'llan venerate or made their bargains with, is there? There's no name to associate their corruption with. We know a few key names for leaders within the factions, but have no information about who they're rivals with within their own political circles (which is often crucial information for hobbyist players to build narratives for their mirror matches around), and the characters we have seem to be the biggest leaders in their factions instead of favored generals and lieutenants that might quick and vie for status.
  15. Now that I've posted questions for discussion, let me chime in with my positions: I liked the rotating objectives. It provides some stability, in that they're not all fresh each quarter. I think quarterly is the fastest cycle I'd want, and I might support slowing down to 4 or 6 month cycles given few areas see monthly tournaments. I do think that getting stuck with an objective you didn't like for 9 months could be a bummer, though. On a quarterly or 4 month release, I could see moving to 4 objectives and 4 deployments, rotated in and out 2 at a time, so each scenario card is in play for two cycles. This would also allow for paired objectives to balance each other out, if desired, or for deployments to feature a relatively neutral option and a more impactful option.
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