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Sevej

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  1. You forgot about the cool factor. In fact, the relatively fewer figures is the main drawback of BL2 for me.
  2. Lupin89 said: Did i understand correct? On act 2 you have 7 possible choice (4 act2 quest that are under thous act1 quest that havent played and 3 quest that are on side which won) No, still 5. Unplayed Act I quests are considered to be won by the overlord for the purposes on determining available quests in Act II.
  3. The example is fine. It's just that we haven't looked at the complete ruling. It's not huge debate, just vocal minority. So happy finding the game's "faults". The guys on the "target doesn't block itself from being shot" are misguided I think. Especially think that it's line of sight. If you can see, you can't be seen. In the "forced" theories, the zombie would have been able to shoot Jain, but only when it shoot through itself.
  4. She doesn't seem like an elf though.
  5. oDESGOSTO said: Sevej said: What do you mean by this? So far, a box set in Dust Tactics is complete. Compare that to 40k. If I want to equip my Tactical Squad with heavy weapons other than missile launcher, I have to get Devastator Squad. Or if I want the sergeant to have Power Fist, I have to get the Assault Squad box. In Dust Tactics, you'd never have to resort to other box set in order to use your unit. Even the walkers are 3-in-1, and you can change them between games! It has nothing to do with power gaming. What I meant was simple, you can play with the contents of the box in both cases. You're only seeing the glass half-empty and I will contest with the glass half-full... GW provides you a box with a full squad with options to have both Special and Heavy Weapon (1 each), just like Dust. But if you want to customize your army GW provides an array of options IN ADDITION to those in the box set. You've said you want to equip your Tacts with other HvWp than Missile Launchers. You're right, you can equip your squad with other weapons besides those who came in the box. Can you do the same in Dust?! Can you change the weapons of your Commanders?! Also, you can do the same you do in Dust Tactics Walkers to 40K Walkers, applying magnets or using long pins to change weapons. As you can see, I can also write a biased opinion in favour of 40K game. But that's not the reason why I came here. I came here to know if FFG intents to produce better quality miniatures that fit their pricing range. I don't care if I can throw my miniatures against the wall and they don't break, I simply dislike to see bent barrels/antennas/stuff, and the "feel" of the soft plastic. And I don't feel the pricing of Dust Tactics infantry miniatures justify their materials. That's kind of the point of Dust: a cleaner system that's much easier to get into. Sure you have bajillions of options in 40k. But how much do you really need? I hear about "magnetizing" weapon options A LOT, but very few people have actually done it. And in some cases it's simply too difficult for the ordinary guys to do it (Predator sponsons???). I'm not seeing the glass half-empty, I'm just pointing the good points of having a simple system such in Dust. I own a Space Marines army, so I'm not a 40k-hater. I'm simply telling you what Dust has done better compared to 40k. They're different games, but if I want a simple game with less hassle to get into, I'd get Dust. When I got into 40k for the first time, I had to scour boxes content. I want a Tactical Squad with Lascannon, only to find I have to buy expensive metal Lascannon (there was no Devastator plastic back then). On the 4th edition of Space Marine codex, I wanted to get a Tac Squad with chainswords (forgot the trait name), it was difficult to find enough and I'm not really in a location where I can trade with a lot of other players. With Dust, it's not necessary. Sure, you don't have a lot of options, but hey, you can't have everything. If you want lots of options (and think that scouring sprue pictures fun, like me) go 40k. If you want a cleaner, tighter system, then get Dust. I can see the merit of both systems. And being pre-primed, for me personally, is a godsend. The foundation/base paint line throws the primer color factor out of the window.
  6. One thing is clear. You won't need as many models to play it properly. Just like WarmaHordes/Infinity, individually the price may be higher, but you don't need that much to game. Also as the previous guy stated, a box set is complete. So, saying I would need to buy X blisters is not a valid point. I'm working on a Space Wolves army right now and all I had to buy was Space Wolves Pack (the basic box) and other option boxes (Dreadnoughts, Scouts, Razorbacks), without the need to go for the blister weapons stuff. The same will happen in Dust, just give it time to set the rules on the street and people start to work that YYYY unit is better in 3x or 4x in an army, and people will buy to optimize just like you pointed on your post for 40K. What do you mean by this? So far, a box set in Dust Tactics is complete. Compare that to 40k. If I want to equip my Tactical Squad with heavy weapons other than missile launcher, I have to get Devastator Squad. Or if I want the sergeant to have Power Fist, I have to get the Assault Squad box. In Dust Tactics, you'd never have to resort to other box set in order to use your unit. Even the walkers are 3-in-1, and you can change them between games! It has nothing to do with power gaming.
  7. Denethor is heroic. He possessed a significant amount of willpower to use the palantir for years, without being dominated by Sauron like Saruman. Also, he succcessfully defended Gondor for a quite some time (although the palantir helped in this). But the long use of palantir and the death of Boromir finally broke him. Indeed, the movie didn't do him justice.
  8. It's very playable with 2 players. Just use 4 suspects. In case you ask why, IIRC the rulebook says the number of suspects used in in a game is the number of player +1. According to this rule you should play with 3 suspects with 2 players. But most players who do play 2 players games find it much better with 4 suspects.
  9. Sevej

    Few Questions

    You get both bonuses from the puzzle. The puzzle could potentially become a huge scorer at the end of the game, and this is one of the reasons for the often-thought-odd the 5-in-a-row scoring. And your update is right on spot. The one who empties the pile is moved to the least valuable pile first, then you move other hero markers that are on the empty spot.
  10. I have no problems with additional rules, like the Ogres' one, or even any units from the previous expansions. They've been made very clear. What we have here is several units with similar rulings. If they had been the same, or very different, it'd okay. Right now, we have 2 units that's pretty similar with little difference. 3 if you count the 'other' Mounted Knights from Scottish Wars expansion. Even the SoS resistance difference may add to the confusion. The mounted knights resists SoS, from different sources. The first source is from all melee strikes, the second source from only certain weapons. Add the foot knight in the mix. I actually like the foot knight's resistance to ranged fire (shield and all). I'm all for new units and new abilities. But please make them distinct. The differences between the red cavalry units are very slight. FFG inconsitency regarding "unit cards" and "weapon cards" doesn't help either.
  11. Actually I'm a little confused with CofC. Back then, I've always considered red human cavalry and infantry units as knights. It's much simpler that way, and I think they're pretty representative. The single SoS resistance (and the fact that foot knights get a little different ruling) is really getting BattleLore past my comfort zone. I mean, I'm okay if such rules are in more complex games, but I really appreciate BattleLore for its simplicity.
  12. Sevej

    What the?...

    It's a sandbox adventure game with a sci-fi/dystopian/near future setting. You are free to explore the game and do the task the game has to offer. By the end of the game, your overall performance will be evaluated with VP-based scoring.
  13. If the bolt thrower could fire at a unit and also the unit beyond the target, it would be awesome. But I understand that can cause some trouble with determining the victims and combat resolution.
  14. No problem Glad you're enjoying the game.
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