SolennelBern got a reaction from AllWingsStandyingBy in woah woah woah
Are you seriously comparing GW and PP minis??!?!?!
PP are not that great, are a pain to assemble and still mostly metal, which glue awfully bad.
And Guild Ball...did you checked their minis? Mold lines and gaps when assembled.
Anyways, I trust in FFG and really hope this game will deliver both in quality of minis and gameplay.
SolennelBern got a reaction from jbudd in Drakon or Cave Troll
I'm glad I stumbled upon this post, as I was sure both games had similar mechanics. Looks like getting both would end up have 2 nice little games.
I like what you said Hem, about Drakon: "Ok, and then, in details : I say Drakon is funnier. Because it's an action game, with nothing but action moves : you put your tile, you move, you do the action printed, period. It's quick, everyone grasps it in, what, four full minutes. You play tricks on people and all, everyone laughs, there's a winner in less than fifteen minutes, that's an "aperitive game".
Sums it up quite nicely.
I could get Cave Troll for less than $35...but Drakon ends up over $50, which IMO is too steep of a price.
I'll continue searching but might end up getting both.
I love the FFG Silver Line games. Fun and fast little games. I already bought Death Angel and Through the Desert (excellent btw). Might as well get Cave Troll and Drakon, would be a nice change over Twilight Imperium and other heavy games.
SolennelBern reacted to Haunster in Got the base game for my birthday. What is the best order to get the expansions in?
I have all of the expansions and recommended getting them all. Here is my recommended order of purchase:
1. Forsaken Lore.
2. Under the Pyramids
3. Cities in Ruin
4. Signs of Carcosa
5. The Dreamlands
6. Strange Remnants
7. Mountains of Madn ess
SolennelBern got a reaction from ProfessorDetective in Got the base game for my birthday. What is the best order to get the expansions in?
Forsaken Lore is the one you want as your first expansion. It just "add more" to the existing decks and the Old One is pretty cool!
SolennelBern got a reaction from KBlumhardt in For the experient people
I remember some epic games I had with Arkham Horror and good friends. that was so awesome that Arkham have a special place in my geek heart.
Then I tried Eldritch Horror and fell in love. The mechanis are more polished and the flow is just perfect. Each Old One feels a lot more unique than in Arkham Horror thanks to each having it's own unique and thematic deck of events. It's really well thought out.
But both games are great really and it just boils down to what you would prefer between exploring and defending a city (AH) or exploring the world and unveiling the mysteries of the Old One that tries to wake up and F things up (EH).
SolennelBern reacted to Artaterxes in Review of the game after finishing campaign
Hello – this is my review for the great and addicting narrative adventure game Legacy of Dragonholt. I completed one campaign from start to finish using one character.
I had another thread going on related to my first impressions.
Thank you for reading (and thanks to those who commented in my other thread too.)
Overall Game Structure
In Legacy of Dragonholt, 1 to 6 players each creates a character and embarks upon a cooperative adventure! There are no dice, and there is no board, but there is a huge, sprawling, branching campaign with countless possible storylines and multiple endings. The game includes one large, main questbook for the central location of Dragonholt Village as well as six quest books, one rulebook, and one character creation book. You also get a few other goodies in the game that you can examine as you uncover them. As you play, you read some text, make a decision, flip to the appropriate next section, and keep going to see where your journey takes you.
The quest “To New Roads” serves as the prologue before you enter Dragonholt Village. You will spend seven days in Dragonholt Village, and on each day you have 6-8 units of time to fill with whatever activities you like. This is where the fun comes in! Explore, gather clues, and discover a richly told story with great characterization, tons of people to meet, and tons of things to do.
Sometimes you will go on minor encounters, while other times you will go on major quests, represented by the other smaller quest books. In my campaign I went on all of the quests except for one. Some of the quests are mandatory and advance the main plot. Other quests are optional and advance side plots.
As you play, you mark “story points” on your story tracking sheet, as certain decisions and events are available depending on what happened on your quest.
Each hero has an activation token (except while playing solo). While in Dragonholt Village, each hero takes turns deciding what to do next. That hero makes all decisions for that encounter, flips the token facedown, and then another hero decides what to do next. Decisions are discussed as a party, but only one player has the final say. This helps ensure everyone has fun.
During a quest, which is considered a single large encounter, decisions are instead handled as a group. The party decides on a player to make the decision and flip his activation token facedown, becoming the “active” player. Effects that result from that decision befall only the active player (unless dealt to the entire party). When it’s time to make the next decision, the group decides who will act again, except any inactive players (with facedown tokens) cannot make the final decision and become the active player. All tokens refresh once everyone is inactive.
Learning skills is the key to this game. During a quest, when the party comes across a decision to be made, certain options are available only if someone in the party knows a specific skill. More accurately, the option is available only if someone with a faceup activation token knows the skill. Likewise, effects that punish or benefit the active player as a result of his decision often depend on what skills the character knows.
Most quests are measured in “time” and “progress,” marked after certain points in the quest, often depending on your decisions. Ideally you will make the most progress in the least amount of time. Running out of time usually triggers the end of the quest, with the outcome being more positive if more progress has been made. Time and progress work a bit differently in Dragonholt Village itself, with time measuring what you can fit in a day before the next chapter begins, while progress refers to your advances in heroism and training that unlock more skills (see below).
Choosing a decision that requires a skill usually results in a positive outcome while choosing a generic decision usually results in a neutral or negative outcome. (Simplifying, but generally.) Since you never know what skills you need at what times, the strategy is to have the greatest variety of skills available in your party to maximize the probability that at least one of you will have the required skill for any given decision. In short, learn skills! Also, acquiring items will help you greatly. Some items grant you a clearly labelled effect; others are trinkets that you save until you can do something special with them or use them to make a superior decision. There are a few specific ways you can put the odds in your favor.
1. Keep your Stamina up.
Stamina is your all-purpose stat for "how good you feel." Your stamina is reduced by working hard or getting injured in combat and restored by resting or using consumables. Since being reduced to 0 Stamina will cause one of your skills to be disabled (after which you only bounce back to 1 Stamina), running around at low Stamina will cause your available skills to drop. That means worse decisions. Restoring Stamina is easy with a certain consumable item; just make sure you know where to get them. You can also use items at any time, so you can read an entry first and use the item right before the Stamina loss. Restoring disabled skills is not easy!
2. Go on quests and explore!
Encounters in Dragonholt Village, whether minor encounters or major quests, will help you gain skills. Often you will gain Heroism which eventually provides XP. To spend your XP, you will need to train. There are five categories of training; you will stumble upon ways to increase your training just by wandering around Dragonholt and doing things. Training is done as a party, so once the party progresses enough in one training category, a new set of skills is unlocked for the entire party. Remember where you learned the training (write down where and at what time of the day) because many training activities can be repeated. Finally, major quests – the ones in the campaign books – provide special rewards and are unlocked by learning clues about them.
3. Spend XP at the right time.
XP is actually quite rare, so don’t spend it right away. You can spend it at any time, so wait for a crucial moment in an important quest that requires a skill that you don’t have, then learn it right there. Hopefully you unlocked that category of skills via training.
4. Pick generic decisions carefully.
Many times, “generic” decisions (those that do not require a skill) have a follow-up entry that does require a skill. Based on the wording of each decision, anticipate what skills might be needed in case a follow-up entry occurs. Example: “Approach the quarreling shoppers” might not need a skill right now, but you can anticipate it might quickly need a skill listed under the Social Practice category.
5. Plan your day wisely.
Unless a place is closed or there is nothing of interest, every encounter in Dragonholt Village takes time out of your day. At first, you won’t know what locations offer what things to do, but familiarize yourself as quickly as possible and write down notes. Listen for clues, look for rumors, and pursue what you need. You could spend your days wandering around the village and chatting with the locals, but the game is always giving you opportunities to take these encounters further. You’re never bored!
So your odds are improved when the individual hero learns skills. Surely that means a larger party helps? You might expect that creating a larger hero party with a greater number of total skills would be the best strategy, since this would maximize the probability that at least one party member would have the right skill for any given decision. The game however does have mechanics that balance this effect.
1. Activation Tokens
Activation tokens do more than just make sure everyone has a turn! During quests, after making a decision, you will be inactive until everyone else has made a decision, at which all tokens refresh. For some decisions the entire party is available; for others, just one hero. On average, your effective party size is cut down: not quite all the way down to 50%, but to 50% beyond the first hero (which is closer to 60% in parties of 3-6 heroes). The point is, activation tokens cut out a huge chunk of your available skills and introduce a failure state even if someone in your party knows the skill. It sounds unfair, but it’s an absolute requirement to play the game properly in my opinion – and it can be justified thematically (see below). Otherwise, larger hero parties would always prevail.
During encounters in Dragonholt Village, all decisions are made by one hero and the activation token flips down only when the encounter is complete, rather than after each decision. The party size is thus effectively 1 while inside the village; you can often think of it as the party splitting up.
2. Sharing Resources
Despite activation tokens, larger party sizes still do have more available skills on average so the rest of the balance comes from item sharing. Gold is shared, so that means less resources to go around. Items are also shared and distributed among individuals. Stamina-restoring consumables are divided, so it’s harder to recover Stamina and keep skills from getting disabled in a larger hero party. Since you can’t take an item from an inactive hero, you might not have the item you need, even if someone in the party has it. Active heroes can give Stamina-restoring consumables to heroes with lower Stamina before they are inactive. Unique, non-consumables simply are just going to be used a fraction of the time, so their power is reduced as the party size increases. The net result is that the “excess” skills of a larger hero party will be disabled more often due to Stamina loss. (And the activation tokens cutting down your skill percentage will ensure the Stamina loss does happen, since you can’t control whether the hero making the decision will have the right skill.)
3. Unknown Decisions
The game will test your party in 24 skills. If your party has a limited skill set (small number of heroes or every hero having a similar skill set), then you are guaranteed to pass checks requiring those skills but guaranteed to fail others. If your heroes have a diverse skill set, your party doesn’t know who will be needed at what time. Everybody needs to go, and you always risk inactivating a hero that is actually needed on an upcoming decision. So even with a diverse skill set, your party will probably succeed and fail as much as a limited skill set.
Taken together, the activation tokens, shared resources, and unknown decisions work to equalize all party sizes of all skill sets between 3-6 heroes. The activation tokens mathematically do start to lose their effect at 2 heroes, so (I’m speculating here) perhaps the challenges in the game are designed for 3 heroes and the additional Stamina loss that would befall a 1-2 hero party is compensated by such heroes being granted a higher maximum Stamina during hero creation. Certainly I noticed in a single player game that my limited skill set made for some intense battles! Thank goodness I stocked on consumables!
To summarize, individuals must learn skills, but the party size is (or seems) irrelevant. Plus everyone gains XP and training progress together, so individuals progress at the same rate.
A Word about Activation Tokens
Thematically – to me at least – activation tokens are the game’s subtle way of incorporating skill check difficulty. If a decision comes up that requires a skill, but the hero with the skill is inactive, to me that suggests the hero assessed the situation, determined the challenge would be too difficult for him, and recommended the active player choose a different course of action. To use traditional RPG terms, “skill checks” become more difficult as the party size increases.
Creating Your Character
Although creating your character is the first thing you will do, I chose to talk about it towards the end of this review because an experienced player (or one who has heard about the game works, such as a reader of this review) may want to create a hero with some strategy in mind. I would advise against “strategy” when making your hero party! As mentioned above, the game has enough balancing mechanisms that you should simply be able to create a character you like.
The character creation book is quite hefty for what amounts to a simplistic character system. It all comes down to your race, class, skill set, and Stamina, and those can be decided in 30 seconds. It’s a good thing – players can spend as much or as little time reading the lore and flavor text as they wish. The extra “padding” of this character book is really just to get you in the mindset of how to behave like your character.
It doesn’t sound important, but when I first played the game, I realized that mechanically creating a hero was quite simple, so I just did it fast. I ignored most of the character book’s text and made a character without a real personality; just a collection of skills. But when I read the quests, they were written in a way that immersed me so much into the world that I felt like I wanted to act like myself. (As in my real life self.) My character’s skills were nothing like that! So I started over and made a character more properly. Thank the immersive writing for that.
The character creation book might seem overdone for what it is, but it helps to get you in the role. If you try and make flat characters to maximize your chances of success, the game mechanics tear it apart. Strategy begins in exploration, not in party building. So just get in character and have fun.
I had a great time with this. I’d play it with people who like story more than mechanics. It’s a nice change of pace from rolling dice and I especially liked how you can just make any character without the details affecting your chance of successs.
My most important critique about the game is that I expected the opposite out of it. I expected my party composition to have an impact on my chance of success, whereas the game has several mechanics in place to ensure you don’t need to worry about that. It doesn’t do itself justice by keeping the mechanics under the hood and offering you a barebones character maker padded with text making it look like it’s trying too hard. Making a character is simple and fun because the game balances out the party for you, but nobody used to traditional RPGs – or heck, Descent: Journeys in the Dark – would expect that. The character maker is filled with text because that’s the best way to get into character for this game!
Likewise, I expected the game to be about the journey, and not the destination; a game where there is no black and white, no success or failures, but just different paths. But there are failure states and there is a small amount of strategy, which is a good thing! It’s just not obvious until it’s too late. (And if there are supposed to be no failures, it sure feels like it! You literally run out of time or don’t progress enough and trigger a negatively-written outcome.)
Finally, once you realize there are failure states, it’s far too easy to blame the activation tokens for cutting out your options than to blame your party for wasting time, or for managing resources poorly, or for wasting XP, or for not paying attention to clues. As above, I supplied a thematic explanation for activation tokens which I think works just fine, but it would be nice if the explanation were supplied with the game. As it stands, I can guarantee you players are going to houserule this, and it’s going to backfire because these tokens are critical to the game’s balance.
Legacy of Dragonholt is a game you have to try before you judge, so I hope this review can help you decide on whether you might like the game without the need to play through a campaign first. I also hope this review provides answers to people who might be questioning some of the game's mechanics.
SolennelBern reacted to iGniGhted in Using Mansions of Madness tiles for AHTCG?
i only have 1st edition, but i love the idea, at least for the first scenario, it would definitely get people more excite about an already awesome game.
just as you said, there's a perfect amount of tiles for a haunted house game, and with the Dunwhich expansion for MoM (which i dont have) you could even run the devourer below pretty well.
good thinking sir!
SolennelBern got a reaction from iGniGhted in Using Mansions of Madness tiles for AHTCG?
Hey! Anyone tried using the MoM room tiles to play Arkham Horror? A lot of the room cards have the same or very similar names as the room tiles...could be looking nice!
I also have the 1-4 player mat and might give it a try on it! Will mostly play this game solo so this could add some layers of coolness to it!
SolennelBern got a reaction from subtrendy in What's the next best expansion to expand the game when you don't have access to Forsaken Lore?
Finally got Forsaken Lore and Strange Remnants in french! **** I feel better now!
SolennelBern reacted to ralsar in This question again: How many core set to have the "complete" game?
Exactly. It is completely a personal decision. You will have some sort of card pool limitation no matter what unless you are buying multiple boxes of everything. Just figure out what your group is comfortable with and go. Just as long as you don't use up all the Gandalfs before I build my deck we'll be fine.
SolennelBern reacted to Julia in Something big...
if you want longer games, simply play a "pre-act 1" part, starting with the time token halfway along the time track. Treat story spaces as normal space, and adventure roaming the board.
As for the gold: in a game you should be able to gain between 15 and 22 gold on average, enough to afford at least one very good piece of equipment and some extra gear to take down the bad guy. True that the game is a sort of pressure cooker: you have time to do what needed, but you can't waste actions roaming around because otherwise you'll lose. Thus, my initial suggestion
SolennelBern reacted to Aaron Foss in Can investigators split their actions?
Nope. Investigators take discreet turns, using as many of their actions as they can/wish, then their turn ends and they do not get another turn until the next round.
If Carson Sinclair is present, however, his special action could allow another investigator to take an action 'outside' of their turn.
SolennelBern reacted to Julia in What is your favorite/most epic scenario?
Ariad, definitely Ariad. Margath's too easy (but it's a good introduction), Vorakesh is too hard (and it doesn't scale too well), Ariad is exactly at the right spot. Plus the webs add a layer of fun to the board, asking for more interesting choices to be done
SolennelBern reacted to Desco911 in Hey FFG... Thanks!
You could have easily made the new scenarios coming with Recurring Nightmares and Suppressed Memories only available to the people who buy these (digital licensing checks, or by including items or tiles unique to these 2nd ed boxes), leaving those of us who have all of the 1st edition content (which was interesting and innovative, but unfortunately barely playable) to make the choice of buying the same models/tiles again just to get the scenario. Instead, in the next few months, I get 2 more scenarios "free". Feels like my investment in this strange, intriguing game is being rewarded.
Also, I implore you to continue to periodically release scenarios-- there's still plenty of story that can be told using the components in these boxes. The formula you've hit on in 2nd Ed is so good I would definitely pay for additional digital content. (akin to DLC expansions seen all over the place in video games, i.e. the "Seasons" concept in Diablo, The Walking Dead, etc.)
SolennelBern reacted to Beckikaze in Something big...
- 2 more bosses
- more encounter cards for the different decks
- new game board or game attachment (like the eldritch/talisman boards) - a dungeon maybe?
- laser etched terrain dice
- 4 more heroes
- more skill cards
The most important thing I want so see is...the next big box expansion.
SolennelBern reacted to Edvando in My First Impressions on Arkham Horror: The Card Game
Hello fellow investigators!
I wanted to share my first impressions on the Arkham Horror: The Card Game. The good, the bad and the ugly. I want people to also share their thoughts on the aspects below so we can have a productive discussion =D. I play all the FFG LCGs (CoC, Wh40k, LotR, WhIn, SW, GoT, NetR) and other card games online and offline (magic, yugioh, hearthstone, faeria, M&M, etc). So i really love cardgames and their design.
I´m going to put number on each impression to make the reference easier. The impressions are in no particular order.
I really like the travel/location mechanic compared to LotR. You feel more like exploring. There is a lot of open space there, with new locations appearing from the encounter deck and/or agenda, maybe even player created location like "Safe Refuge" or "Behind the Corner". You can have maybe more then one version of the same location, so you not exactly sure what will happen. Or some location can have some test to enter (like do a "punch" test to deal with a locked door). Each location can have 2 texts; one in front (before entering the location) and one behind (after you enter), which helps a lot the design space. I don´t like that in the first adventure, if you know what each location do, you can split the party accordingly (one does meat dmg, the other does mental dmg. One has a easy investigation check, the other has a hard). I hope next adventure we don´t have the name of the location in front of the card or that we have more then one version of the same place. But maybe that is good, so player knowledge comes in play if you know the adventure. Deck size is 30 cards plus the unique helpful card, unique weakness and a common weakness, total 33. So you probable can put 2 copies of each card in you deck, similar to hearthstone. The heroes comes with basically a "legendary" card, which is a cool way to introduce special rarer more powerful cards. You start with 5 cards in hand. In normal play maybe you buy 10-12 cards? So you have +-50% more or less of seeing you legendary card. The legendary cards are POWERFUL, compare the .45 automatic with Roland pistol. Roland's cost 1 less, does similar things, but somewhat consistently gives you +4 attack instead of 1. This is a cool way to make each hero more unique, but also means sometimes you can find you super card in your opening hand, which makes the game a lot easier (like starting with Stewart of Gondor does in LotR). I think there is 6 "factions" in the game plus neutral cards. Blue (guardian), Red (survivor), Yellow (seeker), Green (Rogue), Purple (???), Gray (Neutral). I find it weird that the game indicates that 1 core box = 2 player, 2 core boxes = 3 players, but the games is up to four players. Maybe there is a lot of overlap between the investigators decks. The action mechanic is very similar Netrunner. The game is a race against the agenda. You want to maximize the efficiency of you actions. So you probable don´t have much time to gather resources or cards. I hope they address the snowball nature of cooperative games, like LotR had. In that game, sometimes you lose before you drew cards (like you revealing 3 trolls at once, or treacheries that kills a hero, both things that can happen at setup) or got location locked (revealed so much locations that you cant progress) or got slaughtered (reveled tons of enemies when you couldn't deal with then). In that game, the first and second turns were monumental to set the pace of the game. Also, every time locations/enemies appeared, the best was dealing with then ASAP. Even keeping one enemy alive was horrible. Losing one hero also probable meant defeat, cos you lost one resource per turn plus their action. Basically, if you had a incredible first/second turn, you won. If you had a horrible first/second turn, you lose. And when you begin losing, you lose faster and harder. Also when you begin winning, you win more and more easily in LotR. Monsters can snowball the game. If you draw a strong monster and don´t have a way to deal with him, you probable going to have to waste one, maybe two, actions every turn to evade. If you somehow get 2-3 monsters in you location, you screwed. If you good in fighting, you pretty easily kill most monsters on one or two hits, so they are dealt permanently, which makes the encounter easier, while evade means you have to evade again. I like they did a anti-snowball mechanic in that after the first part of the adventure pass, all the monsters and bad **** in the game goes away too. Means that you can evade, investigate and then run to the next part of the adventure without needing necessary to kill everything. Not sure it will happen in the next quests. I like that there is cards that are comeback mechanic like the Rabbits Foot or the event that when you failed, you get 2 clue tokens. In LotR there was a **** tons of cards that were of the "win MORE" type which are generally bad. I like when there is cards that helps you get out of bad situations, instead of winning more. Most cards are not permanent buffs. Most has some condition to go away (baseball bat) or ammo (flashlight) or one time use (stray cat). That means less snowball from the player side. In LotR you had a ton of incentive to play mostly permanent buffs like allies/attachments. That meant that if you lucky, you could get tons of Permanent stuff on the board and steamroll the encounter with a army of allies or equipment. This not true anymore. You probable play what you need to deal with whats on the board or that you expect to see soon. Also you have only one "slot" for each type of permanent buff, including only one ally. Helps with the army of allies/equipments problem. Getting more cards/resources seems hard. You only get 5 card/resource starting and plus 1 card/resource per turn, unless you use a action. One action equal 1 card or resource. Actions are valuable. They had a card that gave you 3 resources for free, but that is basically net 1, since you used 2 things to get 3 (you spend 1 action and 1 card). Since card and resources has equal value, probable there is a card that let you draw 3 cards that cost 0. Hard resources means less design space for cost. I guess that this game will have similar problem with LotR where most of the viable cards are 0, 1 or 2 cost. Probable you will have 2-4 cards that cost 3 or more in your deck, the rest are 0-2 costed cards. I also thing that drawing cards is fun, so i like mechanics similar to Star Wars where you refresh your hand, instead of drawing a measly 1 card each turn. One of the things i liked in LotR was the "shadow" mechanic. Every time a enemy attacked you draw a encounter card and resolve a special "shadow" effect that could maybe let the enemy attack again, or attack stronger, or run to the staging area, etc. Here you take one chaos token which is a static effect (buff or scenario effect), which is less interesting. Personaly I don´t like the "levelup" mechanic. It means there is the same card with different level. It means some things: A) Means if the card is a binder card (cards you will probable never use) not only you waste that card, but you also waste the levelup versions of that card. B) Less variaety of cards in the core/packs, since you have the normal version and the leveled version C) Most likely some cards are have good normal version, others will only have viable upgraded versions. So one of the other version can be a binder card. As in LotR, probable there is a lot of wasted cards if you buy 2 cores, because all those encounter cards duplicates are not that useful. I think monsters are interesting. You can fight then, evade, throw stray cats in their direction, use magic to kill then (blinding light). They have 5 spaces (attack, health, evade, text, damage) and since the game has 4 atributes and 2 health mechanic (meat and horror), you have enemies that attack using other stats (like a ghost that you punch then with willpower), of incredible powerful monster with 6-8 attack that you dont want to fight, but that does supportable dmg (like 1 meat and 1 horror). The keywords show where also interesting like Prey (they go after some specific investigator), Hunter (they chase you across locations). Chaos token mechanic is interesting. I would prefer it to be dealt like the shadow effect in lotr. But I must admit that it adds another layer of design and save space on the cards. The special tokens have different meanings in different quests, maybe cards or monsters can change the meaning of the token, tokens can be removed or added cos of encounter/player card effect/because of difficult level of the scenario. Chaos tokens feel fiddly. Having to repeatedly get a token, throw in the bag, get another, again, again and again sounds annoying. Also, it is possible to get the "automatic fail" and/or -4 and/or special super bad Special token several times in a row. I will post more when I think or find more. Overall, im super exited to play the game!
SolennelBern got a reaction from Lepusek in woah woah woah
Are you seriously comparing GW and PP minis??!?!?!
PP are not that great, are a pain to assemble and still mostly metal, which glue awfully bad.
And Guild Ball...did you checked their minis? Mold lines and gaps when assembled.
Anyways, I trust in FFG and really hope this game will deliver both in quality of minis and gameplay.
SolennelBern reacted to blkdymnd in Could not be more excited!
For two reasons...
A) This feels like the X-Wing system... on the ground... with infantry... and heroes... and monsters. I feel faint...
B) I've been wanting FFG to do another great miniatures game. I'm a big fan of Dust, and back in the day when FFG had the rights, with the help of Andy Chambers they developed the Dust Warfare rules on all their own. And it was a fantastic system. FFG knows how to do a system well, probably better than anyone does.
I loved Battlelore, but this is way more in my wheelhouse and I can't wait for this release.
SolennelBern reacted to Iceeagle85 in woah woah woah
The rules for Age of Sigmar are free (the generals handbook just introduces points and narrative play and things like that so it it not necessarily needed) and as far as i know the game doesn't use templates but you get range rulers and decals, and the 40 starters (which is 110 for 49 miniatures) always had a rulebook (that was also true for the old WHF starter Set), a small one without the fluff and of course with templates. But just comparing price and amount o miniatures doesn't really make sense, 40 goblins are not the same as 4 giants (material wise) and 5 6mm tanks are not the same as 5 28mm tanks, and the amount of miniatures doesn't say anything about the quality of the miniature so as i said just comparing the amount of miniatures and the price gets us nowhere.