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TheBlackKnight

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Posts posted by TheBlackKnight


  1. The mission map is 3 tiles long by 2 wide, with a one-square corridor running down either side of the exact center top space.  The corridor is made of impassible squares going 4/6 of the way down the center of the board, so it channels whoever wants to get the VK into the corridor where you can easily be blocked in.  Take a look at the scenario and you'll see the issue.  


  2. I tried this mission the other night.  Before we had rolled a die, it became obvious that the non-Koshka player can't win.  You have 8 turns to get 16 spaces (assuming optimal route) with your walker, in order to secure the VK and get off the board on the designated spot.  Most walkers can move 2 spaces a turn.  If your walker has to stop for any reason or is prevented from moving at full speed for a turn, or destroyed even once, you cannot possibly win.  If the non-Koshka player does not win in 8 turns, Koshka wins.  It is basically impossible for the non-Koshka player to pull this off, unless their opponent doesn't field any units and lets them move unmolested, in which case they could win on the last turn.  Perhaps an airdropped SSU walker might pull it off, under ideal conditions, but that is about it.  

    Please tell me I am incorrect or missing something.  Otherwise this mission wasn't playtested very well.

    We house-ruled the time limit to 12 turns but Koshka still won, owing to the time limit.  

     

     

     


  3. I tried this mission the other night.  Before we had rolled a die, it became obvious that the non-Koshka player can't win.  You have 8 turns to get 16 spaces (ssuming optimal route) with your walker, in order to secure the VK and get off the board on the designated spot.  Most walkers can move 2 spaces a turn.  If your walker has to stop for any reason or is prevented from moving at full speed for a turn, or destroyed even once, you cannot possibly win.  If the non-Koshka player does not win in 8 turns, Koshka wins.  It is basically impossible for the non-Koshka player to pull this off, unless their opponent doesn't field any units and lets them move unmolested, in which case they could win on the last turn.  Perhaps an airdropped SSU walker might pull it off, under ideal conditions, but that is about it.  

    Please tell me I am incorrect or missing something.  Otherwise this mission wasn't playtested very well.

    We house-ruled the time limit to 12 turns but Koshka still won, owing to the time limit.  

     

     

     


  4. I tried this mission the other night.  Before we had rolled a die, it became obvious that the non-Koshka player can't win.  You have 8 turns to get 16 spaces (ssuming optimal route) with your walker, in order to secure the VK and get off the board on the designated spot.  Most walkers can move 2 spaces a turn.  If your walker has to stop for any reason or is prevented from moving at full speed for a turn, or destroyed even once, you cannot possibly win.  If the non-Koshka player does not win in 8 turns, Koshka wins.  It is basically impossible for the non-Koshka player to pull this off, unless their opponent doesn't field any units and lets them move unmolested, in which case they could win on the last turn.  Perhaps an airdropped SSU walker might pull it off, under ideal conditions, but that is about it.  

    Please tell me I am incorrect or missing something.  Otherwise this mission wasn't playtested very well.

    We house-ruled the time limit to 12 turns but Koshka still won, owing to the time limit.  

     

     

     


  5. I tried this mission the other night.  Before we had rolled a die, it became obvious that the non-Koshka player can't win.  You have 8 turns to get 16 spaces (ssuming optimal route) with your walker, in order to secure the VK and get off the board on the designated spot.  Most walkers can move 2 spaces a turn.  If your walker has to stop for any reason or is prevented from moving at full speed for a turn, or destroyed even once, you cannot possibly win.  If the non-Koshka player does not win in 8 turns, Koshka wins.  It is basically impossible for the non-Koshka player to pull this off, unless their opponent doesn't field any units and lets them move unmolested, in which case they could win on the last turn.  Perhaps an airdropped SSU walker might pull it off, under ideal conditions, but that is about it.  

    Please tell me I am incorrect or missing something.  Otherwise this mission wasn't playtested very well.

    We house-ruled the time limit to 12 turns but Koshka still won, owing to the time limit.  

     

     

     


  6. Zverograd has the rules for vehicle-carrying vehicles.  Obviously the only one we know of right now is the SSU walker transport chopper.  The rules say that vehicle carrying capacity falls under the regular carrying capacity rules.  What is missing, however, in those "regular" rules is a rule saying what happens when the vehicle carrier is destroyed.  It is clear that infantry in a carrier roll one die per figure, and heroes roll one die and can lose one health.  But what about a vehicle like the SSU aero-walkers?  What happens to them if the chopper is destroyed while carrying a walker?

     

     


  7.  I am hoping we will get a mass-produced (cheaper) and officially pointed KV-152, as well as the IS-5 "Karl Marx", which I imagine will be the SSU super-walker.  


  8.  I got two SSU battle squad boxes and in both one MG looks like the 12.7 DSHK pictured on the box and the other had a smooth cylindrical barrel like a thin US water-cooled MG.  Anyone seen this and know what's up?  The box shows two identical 12.7 dishkas.

     

     


  9.  How about you take it easy on your friend and don't spam walkers on him until the SSU have their full range of options released?  That might keep him in the game longer…

     

     


  10. First wave is in at coolstuff and also at Miniature Market though they have not updated their website ( I called them):

    -Zverograd

    -Chopper and Chinese

    -Battle Squad

    -Close Combat Squad

    -Command Squad


  11.  

     

    Gimp, re: miniatures and obscuring:

    It's not a clarification.  Those are two separate concepts which you are conflating for some reason.  There are a number of issues with the book, but this is not one of them.

     The sentence stating that a miniature never obscures line of sight to its own unit is quite clear and stands on its own.

     

     


  12.  My UGL recon boys were massacred almost to a man by Heavy Recon Grenadiers in one round.

    I am thinking that the sheer number of dice put down by HRGs and their rivals the Grim Reapers against infantry may seem like more of a balance issue in the long run.  

     

     


  13. I know the rulebook wording is somewhat vague, but I do not beleive UGLs are supposed to remove cover for all weapons fired from a unit using a UGL.  I believe a more reasonable interpretation of the grenade rule and the burst rule is that the removal of cover applies to those weapons' attacks only.  To be clear, I do not think the intent is if I fire one UGL at a unit, all my other weapons firing at that time (rifles, etc. ) get to ignore cover.

    It does seem powerful, however, that 4 UGLs could each fire at a different target and produce 4 suppression markers in a single round. As other have pointed out, thanks to reload this will onyl happen maybe twice a game…

     

     

     

     


  14. I have played many, many minis rules sets in the past 22 years.  All of them had problems, limitations, and issues.  But I submit that anyone interested in this game and who bought a copy owes it to themselves to play it and then decide if they like it or not.  To let a single post of this kind give you buyer's remorse is a little premature.  I'm not going to address every single point Gimp raises as it's late and there are no doubt small rules issues that need to be resolved.  But here are some of my main objections to Gimp's comments.  

    First, the complaints the Gimp has about this game's balance, in my opinion, are mostly what is called theoryhammer or theorymachine.  That is, Gimp has read the book and made a lot of assumptions about game balance.  I submit that any and all game balance issues need to be tested over time before anyone really knows what the problems are.  I do hope FFG playtested these rules well, but maybe they didn't.  That said, a single mathematical run of the super heavy walkers against each other does not tell you if the lists are overall well-balanced or not.  Don't panic, as the man once said.

    Second, the complaints about realism are to me rather humorous.  This is a sci-fi game set in an alternate universe.  To get worked up about the Axis getting extra panzers because "the Allies had better production" just doesn't make sense here.  Axis production levels of zombies and gorillas are quite high in this setting, I believe. :)  Let's not get worked up about the fact that in this alternative universe German walker production is better (they did get VK first and field walkers first, right?) or that these Germans learned to dig in well.  As a fellow veteran, a sci-fi weapon called the "Long Tom" does not offend me, for the record.  

    Third, it is an overreaction to dismiss this game simply because the minefield rules are unclear and there are no building rules.  You can house rule these issues until a clarification or expansion address them, and if someone is running a tournmanet they can clarify the rules for there event.  No big deal, folks. And, are you going to use minefields every game?  There are some vertical movement rules on p.39, by the way.  

    I also think Gimp's review suffers from a number of narrow or negative readings of the text.  For example, soldiers do not give cover to their own units.  It says that clearly on p. 42: "A miniature never obscures other miniatures in its own unit."  Yet Gimp is outraged about units giving themselves cover.  That's simply incorrect.

    Among Gimp's many criticisms are a number of conclusory statements:  Moving as a reaction has been "tried and rejected as laughable" by the gaming community, half speed move for rough terrain is "too simplistic", etc.  I reject these assertions as universally true.  Tomorrow's War, for example, allows movement away from shooting as a reaction and is a nominee for Origins 2012's Best Miniatures Rules.  Halving a unit's movement in rough terrain is done in many rule sets, among them Warhammer, which I hear sells a lot.  It may not be totally realistic, but it isn't unheard of, certainly.  

    I could go on, but do I really need to defend the deadly sci-fi electrified barbed wire?  :)

    I, for one, am going to play this game thoroughly and repeatedly before I pass a final judgment.  I will hope for some FAQs to correct obvious errors like the Type 3 heroes having a move of 6, etc.  But at first blush, Dust Warfare looks like a good game to me, one that is more ciomplex than Tactics but not too complex for a quick and fun evening of play, and I am going to give it a fair shot.

    By contrast, I think Gimp started out not wanting to like this game, and succeeded.  I think the game he is looking for is out there, and it's called "Advanced Squad Leader".  I recommedn you get a copy, my friend.  It should make you happy.  

     

     

     

     

     

     

     

     

     

     

     

     


  15. FFG, Mr. Chambers, anyone?  

    This is an exciting product that could really put the DUST brand on the map with the tabletop crowd.  How about a little more info and support, or dare I say it hype?  And maybe an update on release?

     

    Thanks!

     

     

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