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Posts posted by Grim6
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Some clarification appreciated, not sure I'm understanding all the melee rules: Say Luke moves into melee with 1 of the 2 speeder bikes, but not the other. The second speeder bike does not have a melee weapon, so is not required to 'pile in'. Luke does 4 wounds after all defense rolls. Can those wounds only affect the Speeder bike in contact with Luke, and the extra damage is wasted, or does the extra 1 damage get applied to the second bike, even though it's out of contact?
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Great topic, I hope FFG notices, and picks up on the issue here. While looking at the beautiful tables at GenCon, I couldn't help but think that the iconic terrain really made their demo tables come together. I knew that if I wanted to have the same sort of experience when I play, it would require a bigger investment in terrain than I usually make. I think in large part, it's because of the iconic nature of the IP and the fact that we've experienced it as the large scale movies.
Long story short, like the OP says, I hope FFG does it right and sells high quality terrain to go along with this game.
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Arbus Ix' Erebus is charged from the rear edge by a Rune Golem. Next turn, does he have to reform to be able to Melee Attack the Rune Golem? As I read it, he doesn't, but the sacrifice is that he gives the Rune Golem an extra die in return for being able to attack the Rune Golem. But otherwise there is no penalty for attacking to your rear.
Does that sound right?
Thanks,
Mike
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It would be great if they would release revised mini sets, but I'm not holding my breath.
The expansions are re-releasing the minis from 1st edition, so I would not expect them to be any better. However, the game is more about the story than the minis, so for me, I think they'll still be worth it.
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UGC scenarios would be awesome! Especially if they included a rating system to help sort the wheat from the chaff.
phil mccracken reacted to this -
I'm oddly relieved to see I'm not the only one with this problem. The game is rgreat, and I'm very glad that I bought it. I'll happily buy the upcoming expansions without hesitation. But the minis are lousy. Not only is the quality not what I've come to expect from FFG, but also they are oddly non-functional as well. The square bases are unnecessarily bulky, hide the great token art, and look out of place with all the other great art on the board. I look forward to seeing people's re-basing efforts. I might do the same, and just use the tokens for reference.
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First off, I hope FFG puts together an app feedback forum, like they did with the Quest Vault and the Battlelore Scenario Builder.
That said, I've been playing RtL a bunch, really enjoying it, and looking forward to more quests and options.
But I came across a few problems:
1. At one point, the map became non-responsive. I couldn't tap on any locations to start new quests or go to the city. This happened the second time through the Rise of the Goblins campaign. I was able to tap on the other controls (look at skills, inventory, etc), but the map locations did not work. I finally uninstalled the app, and reinstalled it, but I had lost all my data, so that was a little annoying.
2. I added a expansion (Lair of the Wyrm) to my collection, and then removed it. After I did so, monsters from the expansion (the Fire Imps) still popped up in a quest.
3. Not a bug, but a question - when the app hits you with one of the perils, I think 10,000 teeth or something like that, and you have to a spider adjacent to every hero, it doesn't specify what type of spider. Are they all minions? Do they follow group limits - add a master first and then minions?
Overall, I think Road to Legend is great, and look forward to seeing more from this app.
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Woo-hoo, I didn't even think of checking the upcoming page. Glad I didn't fall prey to those wretched eBay gougers!
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Road to Legend has reinvigorated my Descent collection, but now I want all the original Lieutenants! Anyone have any idea if they reprint these, since there's quite a few out of stock. Or am I out of luck. I really don't want to pay ~$90 to pick up Splig on eBay...
jtitmarsh86 reacted to this -
I'm loving the game, and wondering how long before FFG releases the inevitable faction packs. I have to imagine the factions will be similar to those from Rune Age. I especially would like the Waiqar the Undying faction.
Oh, and FFG, please more dice! 4 dice are not enough!
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I really enjoy the game. It's much more streamlined than the previous games, and the scenario setup adds really nice variety.
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That's too bad... The ads get me all excited about it now, I just hope my ADD brain can remember it when it comes out...

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Let's just put this aside - yes, I'm impatient.
Plus, FFG is making a pretty big advertising push on several websites for the game, and I vainly keep click on the ads hoping I can throw my money at the screen.
All that said, 4th quarter is a rather large time frame (1/4 of a year, oddly enough), and I am definitely hoping for sooner rather than later (see the first line). Plus, depending on how a company counts quarters for financial porpoises, 4th quarter could be Oct - Dec, Jan - Mar, or even July - Sep.
So, did anyone weedle any info out of FFG empoloyees anywhere on a better date? Does anyone have concrete info on how FFG counts their quarters?
Thanks,
Mike
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No hint of the Vril at Gencon? Or anything else that was not Axis, Allied, or SSU?
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The idea looks pretty cool, and Winter Child looks great, but I don't see much value in it for DW players. We have yet to see Zverograd, but DT keeps on chugging along. Kinda disappointing.
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I hope it comes out soon. It's very frustrating to see the SSU minis, but not be able to use them. We had a one local player ready to jump in to the game with an SSU Army; he even started buying minis, and then… nothing. Fingers crossed.
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I bought the Dust Warfare book as soon as it came out, before I heard about it on D6G. I bought it mainly to vindicate my purchase of the original Dust Tactics box, which I frankly did not enjoy. I was also a fan of AT-43, and had been interested in Dust for many years.
I do listen to D6G regularly, but had gotten a little behind on the shows, so I was very pleasantly surprised to hear that D6G was very excited about it. Plus, I think their enthusiasm helped get some other gamers in my area get into it. For that, I am grateful!
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I briefly got into Warmahordes after Mk II came out. In fact, I just sold my two (small) armies and bought Dust minis with the proceeds.
My biggest problem with W/H was how heavily exception based it was. I really feel that to be even a decent player, you really had to understand all the synergies of everyone else's units. It seems like I played a number of games where I would make moves that, under normal circumstances, would make sense, only to have my opponent explain that his caster's particular spell, combined with a specific unit's ability, allows some other unit to destroy me in one swoop.
I also think it's quite obvious there are some faction balance issues. Before I knew much about the game, I went with a Rhulic force, based on the look of the Jacks, only to find that they were underwhelming, and people would express their sympathies for me before we played.
I also think W/H suffers badly from the 'I go, you go' problem, where you make your moves, and then watch helplessly while your opponent does whatever.
Lastly, of course, is price. I tried W/H because I like 28mm war games, but didn't want to pay $50 for a single squad (GW Terminators). So PP turns around and gives me a single squad (Ogrum Assault Corps) for $70.

So in comparison:
D:W seems a lot less exception based. There are a few (zombies and apes don't get suppressed, certain weapons ignore cover, etc), but it doesn't seem as dramatic as the exceptions in W/H. I don't think any unit or character completely breaks the rules, whereas every caster / warlock intentionally breaks the rules.
The forces seem pretty even (though there are only two right now…). Even within the forces, there don't seem to be any units that are absolutely worthless. Just about any unit can be really effective in the right role (even the laser grenadiers
). In play, if you know a unit can't damage any other unit, the suppression rules often make it so that they can still be useful. The other thing is that there seems to be good balance between the infantry and walkers. Unlike some other games, the walkers / vehicles / jacks / warbeasts don't completely dominate the game. Most infantry uinits have a chance to damage if not outright destroy a walker in the right circumstances.The reactions and command phase really do keep you involved and making important decisions the whole time.
And the price is great. Infantry are $15 to $20, and the biggest vehicle in the game is $40.
The caveat is that the game is new. There are effectively only two forces (though the SSU minis are in stores, and the rules should be out soon). It's easy to understand all the units because there are so few of them right now, in comparison to other games. But regardless, I feel like the game is much more balanced in it's design philosophy, and seems a lot more engaging to play.
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theguildllc said:
Paolo Parente has agreed to answer a few questions (interview) for us in Issue#1. Here's your chance to ask him whatever you want about Dust. send em to dustfanzine@hotmail.com or post them here.
Questions for Paolo Parente:
1. There's been speculation about what the future of Dust might include based on previous works (like the Japanese walkers from the Dust Sourcebook, and the Vril Hecaton). Are those previous works going to be part of the Dust canon, or should we expected changes and evolutions to the Dust universe?
2. Since a lot of the traditional factions from the World War II era have been combined to form the Allies, Axis, and SSU, how much room is there for new factions to expand the range of the game?
3. The game stats for the Dust Warfare / Tactics minis have some unfilled holes (like Infantry 1 and 4, and vehicles 1, 2, 5, and 6). Do you see all those spots being filled with models at some point in the development of the game?
4. Are there any future plans for AT-43? Is there any chance that game would ever make a comeback in any form?
Thanks!
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Kommissar Zeitsev said:
I'm assuming they have the pdf of the book no?
Why not give people the option of buying the pdf since the actual book is delayed?
I know I prefer a hard copy so I would stil buy the book once released regardless…
I would love the opportunity to buy the pdf! That would be a great solution!
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Too bad. I keep on seeing more and more previews for the Tactics SSU releases…

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Looking forward to being able to field the rooskies…
Any ideas about release date? I'm guessing it's not "end of May".
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Zombiejoe said:
Thanks for all the advice. I'm an old hand at tabletop but this game is much different than what I'm used to. I'm to used to games with units who's rules are game breaking. Dust is actually rather subtle which is different for me.
That is something that continues to impress me about this game. Just looking at the stat lines rarely does a unit justice. This game is very different, and it takes some time (and play) to wrap your head around it (even if you are a old grognard…). The way suppression and actions work, something that might seem insignificant becomes a defining feature of a squad in play. I recently played Allied to demo a game, as opposed to my Axis forces, and was pretty amazed to see just how different the squads really were. Just changing out one weapon can really affect how the unit will be useful, where you want it placed, and how it will interact with your other squads.
As I've said before, this is the first game where I really feel like you have your units supporting each other to solve a tactical puzzle.
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So let me point out something hard and real to one very specific know-nothing…
The originator of this thread fails the test of the real world common sense. In less than one post, I say again less than one post, I tell you three times less than one post, the OP has proven that it is far better to keep your mouth shut and be suspected a fool, than to open it and remove all doubt.
I'd explain why the OP is so wrong, but my stock of troll food is dangerously low. So, that's all.



Melee and Speeder Bikes?
in Rules
Posted
Thanks, good to know - so even if, for whatever reason, any mini is not 'engaged', it's still considered in the melee, and all minis in a unit are eligible to be wounded - correct?