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jek

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Posts posted by jek


  1. So here is my biggest concern...CMON LOVES their KS exclusives and these are great for board games or pretty much anything outside of an OP environment.  But in a game where to are talking about supporting organized play Exclusives that aren't just fancy resculpts, which I would be down with if I were even remotely thinking about backing this game (SPOILERS: I'm not...) give people inherent advantages for early adoption and also potentially hurt the local scene by creating a devastating meta that can't be countered unless you also backed the game. I like the GOT and ASOFAI worlds, they are very interesting, they make the political intrigue and such very compelling.  I find no interest here, I don't need to watch the videos of gameplay I already hear enough fists of dice to turn me off from the game and everything else I hear about it just sounds on a range of meh to bleh, and if they throw in the exclusives it will just make me even less likely to even look at the KS page...Green Horde on the other hand looks like fun and they have a Carrie Fisher exclusive...


  2. 1 minute ago, Darthain said:

    This is fair, hopefully FFG had the sense to  give us some rules blurb to this (unlikely?) haha. 

    Simultaneous Order's reads after performing a (skill) you may resolve the effects of another of your (skill) abilities. It doesn't specify different so I feel that if you have two iterations of the same cards they would count as another ability while they are not different.  Currently only the Mighty Moose Matron is the only way to do this little finangle.


  3. Just now, Darthain said:

    I would think even though you have 2 upgrade cards, you still only have the 1 skill (as it is redundant).  This isn't necessarily bad (because accuracy).  Generally, in the other games I believe a no double upgrade on a unit exists, but here it does not appear to.

    in most situations I might agree on redundancy however this is two separate models theoretically casting separate spells...I feel that the whole Idea behind the Moose-Mage's army building ability is to throw as many magically nonsense fireballs as possible...


  4. 35 minutes ago, Darthain said:

    yeah, still scary though.  And people ***** about Kari :P (not as fun as a geomancer though...)

    So do you think running a unit of these with two storm sorceresses and simultaneous order would let you fire them off twice? it is the same action but a different card...all of this using meagyn or however you spell her nonsense name...Derpwoods got some serious magic if that would work...


  5. 9 minutes ago, stet2 said:

    As I stated in the example I used. Say I'm first player that means I get to choose either the Deployment or the Objective card. Assume I really want to be able to place a Forest close to my deployment zone. I choose to take the "Stand-Off" Deployment. This has 3 Defensive terrain pieces and 0 Dangerous terrain pieces. As at present there are only 4 terrain cards I have a 3 in 4 chance that one of the cards will be the Forest I want and as I chose the deployment card I get to choose and place the first terrain piece.

    I mean, that's I suppose a valid strategy now...but in a week we are looking at having 6 terrain, next month it will be up to 8, I see eventually FFG deciding which pieces to use to doing something where everyone brings 3 cards or etc, and then the idea of trying to control the terrain like that will become less of a thing...Also @Parakitor I was just confused that maybe you found a section of the rules that gave more details on how that terrain is going to work...I didn't mean to come off as insulting or snide if I did...


  6. 16 hours ago, Parakitor said:

    I am really glad the rules state that one player picks the terrain. 

    what do you mean? The RRG Place Terrain: Shuffle the terrain cards together. Then, deal out a number of cards equal to the number listed next to the defensive terrain (?) icon on the chosen deployment card. Set aside the terrain pieces indicated on the defensive-terrain half of the dealt cards. Repeat this process for the number shown next to the dangerous terrain (?) icon as well. Then, starting with the player who chose the deployment card, the players take turns choosing pieces of set-aside terrain and placing them on the play area until all of them have been placed. Terrain cannot be placed at range 1–2 of the edge of the play area, at range 1–2 of other terrain, or touching either deployment area.

    doesn't say anything about only one player picks terrain, it is just a random draw then players take turns...


  7. Unless you are building a list that you actually plan on engaging enemies in melee with archers, I feel CQC is a waste of points for an oh ***** button.  Archers are there to primarily support your army by blighting in order to trigger abilities and give much needed defensive support...At least that is my thoughts, I see CQC as more of a trap upgrade than actually helping on anything, MSU archers with CI is awesome, and can put out CRIPPLING blight. 


  8. I mean, just addressing the design the crossbows are reloaded like any crossbow, foot in the ring, pull bowstring back, load bolt.  The hole at the bottom of the shield seems like it is there so the foot could get to the ring on the front of the crossbow.  It's actually pretty impressive to me that they put the thought into making the weapon seem functional, it would also give you a platform to stabilize the bow if you are kneeling and to allow for a vertical shield wall effect while still being able to fire...I'm not putting too much though into this...you could just cut the shields off...

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