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tkundnobody

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  1. Like
    tkundnobody reacted to MysteriousRacerX in size/scale of the minis   
    Here is a quick size comparison I snapped
  2. Like
    tkundnobody reacted to Tvayumat in Reforging the Shards (Tvay's Painting thread)   
    So, being the impatient little imp that I am, I went ahead and chipped in for one of the Adepticon boxes that went up for sale, despite already pre-ordering two core boxes at my FLGS. It arrived just in time for my birthday, and I've gotten straight to work!

    My intention was to main Waiqar to the exclusion of Daqan but, honestly, the Daqan figures are so nice! They will inevitably follow the Waiqar as I try to keep up my momentum for box after box...

    With no further ado... Reanimates!

    Step One: Magnets

    So, already having numerous magnets lying around from previous projects, I quickly picked out my 1/8"x1/16" as a good fit for the peg slot in these figures with just a little widening. Then, I was walking around contemplating what they'd stick to in the tray, pondering ordering this or that, when I saw my trusty tin of paperclips.

    By simply clipping the tray pegs, drilling a 1mm hole, and gluing a short stub of paperclip in place, the figures have the perfect amount of hold to not fall out of the tray, but not move the tray when you go to pull out a figure. Success! Waiqar would be proud!



    Step two: Shadow and light

    So... I'm trying a new approach to these figures than I usually do, and I've gotten better at it with each one. I'm sort of depending on the "cheerleader effect" with the skeletons to cover up for any flubs I make as I learn.

    First, I prime black, then I hit each figure with a quick zenithal spray of white. Following that, I use the white as a guide to "sketch" light/dark areas of the figure. This lets me do pretty much all the heavy lifting in just black and white, and lets my brain focus more on the shadows and highlights than what particular color I'm using.



    Step three: Color

    I'm still struggling with this part somewhat. Mixing my own color glazes means a lot of trial and error. Too thick, and I cover up my own shadows/highlights. Too thin, and it wants to wash into all the crevices and make the deep parts look weird. I'm getting better as I go, thus saving the bigger, more interesting figures for last.





    So that's eight models in two days. Not a bad pace for me. Off to work on the next four reanimates!




    UPDATE 1:
     
    Reanimates at 90% as of tonight. Need to finish applying rust and basing the little buggers. I also think I missed a few eyes here or there.



    Next up: Reanimate Archers, pew pew!

    UPDATE 2:

    Reanimate Archers and Carrion Lancer, close enough for demo games!





    UPDATE: Terrain!

    So, being a big fan of 3d terrain, but ALSO being a tournament player who likes to play competitively, I decided to make the terrain that will *definitely* be tournament legal, starting with the small tokens.

    Cut out a few plastic bases to the same dimensions as the terrain tokens and set to work with some wood dowels and floral foam... Like so much of my work this last week it needs finishing but... it's getting there.



    UPDATE: Oh yeah... and some energy tokens, too!

    Cardboard tokens you have to "roll" are my least favorite aspect of RMG, honestly, so I decided to take matters into my own hands.

    Acrylic tokens seem meh, they're not much heavier than cardboard, and still lack that tactile pleasure of rolling dice so....

    BONE! Bone is dense, and heavy, and has a certain superstitious, traditional quality given the history of bone dice.


     
     
    UPDATE:  Ardus Ix'Erebus


     
  3. Like
    tkundnobody reacted to Hawkwinter09 in The prices are outrageous   
    This has been an interesting thread to read. As a mainly Warhammer Fantasy/Age of Sigmar player it's fascinating to me to see the points of view of mainly FFG fans regarding pricing. To me, this game is dirt cheap. I have no idea how much I have spent on Warhammer Fantasy, but I've spent over $3K on Age of Sigmar and I still feel I'm just getting started. A rank and file miniatures war game I can get into for around $300 and have a full army is amazing! And I'm used to not having all options available from the get go.  Even with X-Wing, which I also play, I immediately bought two starter sets to get a more solid starting point. For my group, mainly war gamers, our greater concern is product support, expansions and frequency of releases. Prices seem really good, even if the models aren't to the standard I'm used to, they just have a very cool feel to them. I've been pushing this game everywhere I can. I'll support it with $$$ when it releases and hope it goes somewhere great. If it's anything like X-Wing the level of fun will completely nullify the price issue as it just becomes one of those "gotta have it" things.  
  4. Like
    tkundnobody reacted to Orcdruid in Number of Command Dials?   
    @Obscene watch Defend The Table's video on youtube. At the end the demonstrator goes into unit scoring.
    @costi initiative is lowest to highest, so yes the yellow attack at 3 is faster than the red attack at 7.
    @Elrad The stances(colors) represent the unit's tactical options. For example the blue marches are the unit moving at regular(2speed) or quickstep(3speed) neither of which hinder the units ability to turn or wheel. The yellow speed 4 march however is the unit moving doubletime basically running it is harder to keep in formation while turning at this speed nor will they be ready for attack or defense at the end of it hence the lack of charge or defense up in yellow.
  5. Like
    tkundnobody reacted to costi in Number of Command Dials?   
    The red attack has initiative 7 and can be combined with the hit (?) modifier, the yellow one has initiative 3. So I guess it's a decision of hit stronger, but later vs fast but less deadly (not sure how initiative works, but this would be my guess).
    March 4 is yellow, so you cannot combine it with any modifiers. except the white thingy (not sure what that is).
  6. Like
    tkundnobody reacted to Budgernaut in The prices are outrageous   
    For Waiqar, I'm getting the following army with a single core and traded figures:
    Ardus Ix’Erebus (37) [43]
    -Reaping Blade (4)
    -Ancient Technique (2)
    Carrion Lancers (15) [19]
    -Rank Discipline (4)
    Carrion Lancers (15) [15] 
    Reanimate Archers (18) [18]
    Reanimate Archers (18) [18]
    Reanimates (26) [33]
    -Terrifying Heraldry (5)
    -Metered March (2)
     
    Reanimates (26) [31]
    -Bull Pennon (3)
    -Trumpets (2)
    TOTAL: 177
    It's a bit farther from 200 than the Daqan army was. Unlike the Daqan army, though, buying 2 cores for the extra cardboard does not seem to get you a full army.
    Ardus Ix’Erebus (37) [43]
    -Reaping Blade (4)
    -Ancient Technique (2)
    Carrion Lancers (15) [19]
    -Rank Discipline (4)
    Carrion Lancers (15) [19]
    -Rank Discipline (4) 
    Reanimate Archers (18) [18]
    Reanimate Archers (18) [18]
    Reanimates (26) [33]
    -Terrifying Heraldry (5)
    -Metered March (2) 
    Reanimates (26) [33]
    -Terrifying Heraldry (5)
    -Metered March (2)
    TOTAL: 183
    Using the most expensive upgrades I could find and keeping the units split into smaller units so that they cost more points, I'm still shy of 200 points for a Waiqar army from 2 core sets. If someone can build a more expensive one, I'd love to see it.
    This little exercise has reinforced my pipe-dream: buy two core sets and trade one of the Waiqar armies for more Daqan troops, but don't trade the second box's Waiqar because I want to keep a basic army for casual skirmishes.
  7. Like
    tkundnobody reacted to Budgernaut in The prices are outrageous   
    I'm assuming you buy one core set and trade armies with another player. For this post, I'm building a Daqan army. Here's what I've been able to build so far. Parentheses show how much individual components cost. The bracketed numbers show the total cost of each unit, including upgrades. The important thing to realize is that you can't double-up on upgrades if you only bought one core and traded armies.
    Kari Wraithstalker (32) [43]
    -Heartseeker (10)
    -Wraith Step (1)
    Rune Golems (17) [17]
    Rune Golems (17) [17]
    Oathsworn Cavalry (20) [25]
    -Shield Wall (5)
    Oathsworn Cavalry (20) [20]
    Spearmen (30) [36]
    -Metered March (2)
    -Master-Crafted Weapons (4) 
    Spearmen (30) [32]
    -Trumpets (2)
    TOTAL: 190
    This army is just shy of the 200 points necessary. As @Elliphino mentioned, the army doesn't look very good. To squeeze as many points as possible, I had to refrain from combining units. Even though you can pack more upgrades onto a bigger unit, the cost of the added upgrades are smaller than the cost of fielding separate units.
    Assuming you did purchase 2 core sets and had access to multiple upgrades, you could do something like this:
    Kari Wraithstalker (32) [43]
    -Heartseeker (10)
    -Wraith Step (1)
     Rune Golems (17) [17]
    Rune Golems (17) [17]
    Oathsworn Cavalry (20) [26]
    -Master-Crafted Weapons (4) 
    -Trumpets (2)
    Oathsworn Cavalry (20) [26]
    -Master-Crafted Weapons (4)
    -Trumpets (2)
    Spearmen (30) [37]
    -Metered March (2)
    -Shield Wall (5)
    Spearmen (30) [37]
    -Metered March (2)
    -Shield Wall (5)
    TOTAL: 203
    So with doubling-up on some of the upgrade cards from 2 core sets, you are able to break past the 200-point mark. Granted, there should be nothing wrong with fielding a 190-point army. We are assuming the maximum army size is 200 points (not minimum), so this second army would have to cut some upgrades to be legal. But I think this is a point worth making -- it appears that you cannot create a 200-point army from buying a single core and splitting it with a Waiqar player. You can get close, though. Very close. So if you are planning on, for example, buying the commander expansion as soon as it releases, that will get you to 200 points and probably allow you to start merging units even if you only bought a single core and traded.
  8. Like
    tkundnobody reacted to Elrad in Waiqar's undeads Necropolis   
    Waiqar's undeads Necropolis
    Welcome general, your armies are ready to swoop on the Daqan lands where our ancient anger awaits for revenge. Take your command at once and be ready to spread the poison of the Eternity among their lines of so proud warriors. Crash them like bones and bring them in our ranks, ready to fight for centuries to come. To war ! Be merciless ! Waiqar is watching you...
    Ok, sorry for the above message that is maybe not very respectful of the lore, if so, thanks to tell me, I'll re-write it accordingly or delete it.
    I thought it would be nice for those who think that they will play undeads to have their topic. I'm more and more fan of them so I take the initiative to create this topic.
    Let's exchange our information, ideas and most thought theories about what will be a battle with our beloved skeletons and other doomed soldiers of Waiqar.
    This initial post will list all the technical datas we have about our undeads and the tactics and other hints that will come up during the conversation below. Anyone wanting to add something to this post or see a mistake, please mention it in your post and feel free to give your links to outside resources. Thanks in advance  !
    /!\ I don't intend to make concurrence to the wiki or any blog, just to compile everything we can about our beloved skeletons in order to enrich the discussion. Maybe this post will be completely useless one the game is released, but till then...
     
    1 - Army units :
    I take here a post from our forum (https://community.fantasyflightgames.com/topic/241366-expansions-announced/?page=3 ) :
    here we have what's included in the core set with the number or trays for each unit and its points cost (this is the points value as per what is in the box).
    Ardus 1 37
    Archers 2 18 Carrion Lancer 1 15 Reanimates 4 26
    Below, I'll post tables with formations data for each units of our deadly (and dead) battalions (when possible).
     
    1-1) Reanimates
    Reanimates
    Trays (minis)
    cost
    upgrade 1
    upgrade 2
    upgrade 3
    upgrade 4
    upgrade 5
    2 (8)
    16
    musician
     
     
     
     
    4 (16 )
    26
    musician
    standard bearer
     
     
     
    6 (24)
    35
    musician
    standard bearer
    hero
     
     
    9 (36)
    50
    musician
    standard bearer
    hero
    wizard/magician
    siege weapon
    12 (48)
    64
    musician
    standard bearer
    hero
    wizard/magician
    siege weapon
     
    Regenerate [Green rune token] (At the end of the Activation phase, if there are any empty slots in your trays, place up to [Green rune token] new Reanimate figures in the empty slots).
    Steadfast [Doubt] (While you are suffering a morale test, treat Doubt cards as having 1 additional morale icon).

    1-2) Reanimate archers
    Reanimate archers
    Trays (minis)
    cost
    upgrad1
    upgrade 2
    upgrade 3
     
    2 (8)
    18
    mage
     
     
     
     
     
    4 (16)
    32
    mage
    equipment
     
     
     
    6 (24)
    45
    mage
    equipment
    Standard bearer
     
       
    [Range Attack ACTION + Surge MODIFIER + Surge MODIFIER] : The defender receives 1 blight token.
    Steadfast [Doubt] (While you are suffering a morale test, treat Doubt cards as having 1 additional morale icon).
     
     
    1-3) Carrion Lancers
    Carrion Lancers
    Trays (minis)
    cost
    upgrade 1
    upgrade 2
    1 (1)
    15
    Mage/wizard
     
    2 (2)
    27
    Mage/wizard
      4 (4)
    46
    Mage/wizard
    Equipment
    6 (6)
    68
    Mage/wizard
    Equipment
     
    ACTION+Surge MODIFIER]Add [Mortal strike (token?)] if the defender has a blight token.
    [Skill ACTION] choose 1 unengaged enemy unit at range 1-5 and in line of sight. That unit receives 1 blight token.
    Steadfast [Doubt] (While you are suffering a morale test, treat Doub cards as having 1 additional morale icon).

    1-4) Ardus Ix'Erebus
    Ardus Ix'Erebus
    Trays (minis)
    cost
    upgrade 1
    upgrade 2
    1 (1)
    37
    Upgrade card
    Amulet
     
         
    [Range attack action] This attack is treated as having the [SURGE] abilities (both melee and range) of allies at range 1-3
    Brutal 1 (while attacking, your threat is increased by 1)
    Steadfast [Doubt, fear] (While you are suffering a morale test, treat Doubt and Fear cards as having 1 additional morale icon).

    2 - Tactics
    abstract of a topic made by @Elliphino (see link below in resources) about Multiple Small Units tactic and more specifically about the Waiqars :
     
     
    3 - Army list
    in construction
    4 - Resources
    Tactics thought and discussion opened by @Elliphino : click here  
  9. Like
    tkundnobody reacted to Oloh in Who else is probably starting with two Core Sets?   
    I want to add a couple thoughts to the multiple core set crowd.  First, in full disclosure, I pre-ordered 3 cores from my FLGS, so I have already made my decision, but I wanted to point out a few thoughts that might make you say "hmm." 
     
    Three sets gives you a max tray version of Reanimate Archers and Reanimates.  It gives you either a full tray of Spearmen (with 3 trays left over) or 2 separate six tray units and a six tray unit of cavalry.  The point is that all of the units will be very "usable" and will *most likely* (see next point) provide value down the road if you intend on using Daqan or Undead as one of your main armies.  The expansions will allow you further flexibility, but building the same number of units using expansions will definitely cost you a lot more.
    If the *most likely* above doesn't come true, and the meta develops such that you never really see "game" value out of having the full regiments of figures above, you can still get "hobby" value from the figures you don't use, if you are in to that kind of thing.  For example:
    For the Waiqar, you can cut the skeletons in half and have them coming out of the ground, or make them missing an arm, or substituting different weapons to give your army more variety other than the 4 basic sculpts that come with the core.  Additionally, one awesome touch is to have some of your skeletons painted in tattered blue and gold armor, with Daqan shields and fill your ranks with them when you have a necromancer in your unit raising undead.  It adds a whole level of street cred to your army :). For Daqan, you can paint some figures that you might not use every day in the colors of different Baronies, so that you can have more variety to the look of your army that might fit whatever campaign or theme you have.  Taking a group of Oathsworn Cavalry that you might have laying in a Ziplock bag somewhere and painting them all with Lord Hawthorne's symbol on white horses, you could create an elite "lucky" force that you only break out if Lord Hawthorne is in your group. Finally, for both armies, one of the things that excites me about the card based upgrade system is that you can model the upgrades.  I am already thinking of what different weapon color scheme I can think of to make my "Tempered Steel" upgraded units.  Perhaps the tempered steel has a slight blueish hue that is much more bright (or dark).  Perhaps a Rune Golem that used as an upgrade (and therefor doesn't actually attack itself) carries 1 banner in each of its arms to inspire the troops around it to give the benefits it has. The same is true for the heroes.  While Kari Wraithstalker might be used as plain old Kari in your games, having an unpainted version in your drawer ready to be painted up with differently so that the amazing "Bloodthirsty Blade" upgrade that came out with Wave 4 and works perfect with Kari can be perfectly represented with, well....a bloody blade. The above is not meant to advocate for buying more core sets (or anything for that matter), but for me part of the joy of a miniature game is really taking it to the next level in terms of lore and hobbycraft.  Once you start treating your army as a creative outlet to entertain both yourself and the people you play against, you get much more joy out of the game, such that it really transitions to a hobby.  
    Anyway, just wanted to add my two cents to the equation and share my thoughts in the hope it might inspire some folks to think a little differently about their toy soldiers.
  10. Like
    tkundnobody reacted to Obscene in Meta-Analysis: TLDR   
    So, I made a pretty big spreadsheet and plugged in just about every unit value. Did just about every calculation imaginable, average dmg, max dmg, point per model, point per wound, point per effective wounds, etc. Found out some really cool things and correlations. I've never straight up tried to analyze a game quantitatively before so my formulas, observations, and even my base knowledge of the game could all be wrong but I wanted to go through the mental exercise. 
    Dice:
    Red Die: Are the most damage oriented die, while their damage on averages isn't insanely higher their ability to *yahtzee* big rolls is. One of the most extreme examples is in a max formation squad of rune golems, if you flank and choose a red bonus die, your maximum output increase by 5 damage while your average only increases by 1.25  compared to choosing a blue die. Hits scale really well threat.
    Blue Die: Give surge and accuracy, especially surge, and if you have surge abilities on items or on your unit that you want to trigger this is what you want.
    White Die: Are the love child of combing blue and red, expect to get a damage and something to go along with it. Not quite as good as blue die for triggering surge.
    Rerolls: Because of the variability in red die, the double blanks, I'm going to put these guys as pretty strong because it was naturally increase your average damage roll just because you won't get stuck with the 2 in 8 blank as often. If rerolls allow you selectively reroll one die in a group, instead of just all of them, they will be very strong.
    Formations: The primary reason I started doing this was because I wanted to know how much value their was to running multiple small units compared to large formations. Early data suggests that units are better in smaller groups as far as damage per point spent goes. However units in small formations can lose their threat bonus very quickly which greatly reduces their damage by half, and with the variability of red die having a reroll seems pretty necessary. One thing that scales quite well is effective hp(Armor x HP) per point, some unit. Looking at hit averages across the board 3 armor is a good value, while being able to boost to two on a rank and file is really valuable. Another thing to suggest MSU is not the definitive way to build armies(even though perhaps some units will function pretty well at it.) is upgrades. Upgrades from the few that we have seen are extremely strong. Tempered steel(as seen in the reanimate box) is one of the most cost effective sources of damage in the game. If your threat is 2 you are pay 1.5 points for a point of damage, and if it is 3 you are paying 1 point per a point. To put this into perspective the best deals in units tends be 5 points, and the average 8-11 points. Another strong example is a max rank unit of Daqan Spearmen go from one of the least cost effective units for damage per a point spent, to once you equip them with a front line rune golem to one of the most. So units are definitely priced at certain tiers where more upgrades become unlocked. 

    Daqan Units:
    Kari: The single most effective source of damage in the game if I calculated it correctly. The cavaet is that her damage is better on a target that she is not engaged with, while being engaged with something else. *_*. It will be interesting to see what type of upgrades she can get to increase her surge fr equency/amount.

    Rune Golem: This bad boy over here tends to be above average in almost all of his stats for point spent at small unit sizes and large unit sizes. His Yahtzee roll is the highest in the game(except for front line spearmen who tie.)while his average is pretty damn good. Can also achieve the highest block of effective health in the game by a large margin in melee and close to it when not in melee. In groups of one or two are extremely effective flankers, if a bit unwieldy, however a main battle line of 6 could be absolutely devastating. Their effective HP is also greater than most in practicality because of the thresh hold function in armor. Small units can't touch em and it would take a unit with an extremely large threat bonus to begin even scratching them. They are slow and cumbersome, so don't allow their above average stats to actually distract you from that difficulty in the field of battle. The scariest thing about running 6 of them is they are extremely vulnerable to carrion lancers and Ardus if they are blighted. 

    Oathsworn Calvary: At their smallest formation they are one of the most cost effective sources of damage with high mobility and the ability to armor up any given turn. However, they are pretty frail to reanimate archers and I would use the armor ability any time they are subject to being attacked from reanimate archers, potentially even when in combat or having them go for the archers first. Even though groups of 2 trays are extremely cost effective on averages(volatility of red die) and because  of their frailty I would run them in their second formation. Their cost effectiveness vanishes in the third formation, I can only assume this is some hidden cost associated with an upgrade or that rerolls are that strong. If I would run them in the 2 by 3 formation, I would rather just spend more points and get them to the awesome 3 threat. I have not really mentioned the prospect of flanking yet, but if you do their damage goes up considerably. One extremely interesting thing about them is their ability to generate inspiration tokens isn't far fetched so I could see some scenario of being able to use an upgrade card turn after turn, especially if you can flank and get a blue die. 

    Spearmen: Great effective wounds at range because of the +armor on march. The white skill will probably always be useful, and the ability to generate a guaranteed hit off their dial is extremely strong, especially with how easy it is to get their threat to 3.  Really good generalist rank and file, I'd probably run them in their 3 by 2 formation in groups of 2(especially once their command squad comes out), but their max formation with front line rune golem is absolutely terrifying damage wise and doesn't reduce the groups toughness in the long run, and can help keep their damage relevant even when he is the only model still left in the squad, which is quite the accomplishment for rank and file.

    Waiqar:
    Ardus:  This guy has a lot of hidden power and it will be interesting to see how he develops. He is inherently less cost effective than Kari, but if a carrion lancer is near him, and his targeted is blighted, he will kill whatever he needs to.(Especially if mortal strike damage can be increased by threat.) Don't let him touch your rune golems, you will be upset. Try and set a unit of oathsworn calvary up to intercept him, because I doubt the enemy player is going to walk him into your spearmen. 

    Carrion Lancer: Is kind of similar to the Spearmen in how tactically flexible it is. Has several movement options, one of them at speed 3 makes it interestingly enough good at blocking charge lanes.(Thanks Kris!) It's ability to blight something and then move is very strong. It will be interesting to see what other cards play off blight tokens, as of right now being able to bypass armor on average once per a turn is pretty strong and with some *yahtzee*rolls or rerolls you can do a lot better than that. He will eat your rune golems for breakfast and his 3 health and 3 armor make him extremely durable.  His damage output while cost effective against non high armor targets is a bit less then stellar until he gets to higher formation levels. I expect his access to the morale modifier on his melee attack to make up for this.

    Reanimate Archers: Are really good, high damage out put in their smallest formation for their cost. The variability of the red die leaves me wanting rerolls though, so I'd probably take them in their max formation for 3 threat which does boost their damage considerably. Allowing them to take out a trays worth of armored horse men per a turn. The tempered steel upgrade turns them into absolute damage monsters even if you never refresh the upgrade. This is especially devastating with the accuracy modifier on the dial, almost assuring you get to *snipe* an opponents command model. Hell I'd run 2 units of max formation if I could screen them well enough.  

    Reanimates: Excellent wounds per cost, damage gets less effective as the unit gains in size as they don't have an in built hit icon to take advantage of their threat bonus that can reach up to 4. They are a tarpit from hell though. Their morale modifier I am sure will come in handy with their poor damage scaling. All I can say is, if your going to try and kill this unit, kill it quickly. Or ignore for as long as possibe, it's just not an effective way to earn victory points. I'm sorry if your opponent makes this their bounty unit in their objective mission. In their max formation, each one is worth approximately 1.33 points. Putting Ardus in side them might be worth it in a max formation unit, 3 die a ton of wounds and threat 4? Okay. Gives them some real teeth at that point. Real slow, real cumbersome, but just so efficient for a tar pit. 


    One again, all of these units effectiveness could change tremendously once we see the upgrade cards. The few that I have ran the numbers on have proven to be extremely effective at boosting a units power level.  So all of this is just a first blush assessment with no table time.  

    PS: One thing I forgot to mention is how powerful a *hit* effect on a dial is. A unit with one of these on their dial tend to be very cost efficient damage wise as their size goes up because of its interaction with threat value.  
  11. Like
    tkundnobody got a reaction from Muz333 in Descent Minis usefull for Runewars?   
    Thanks for this hint. this could be tricky, but should be easy to create this hole in runes minis. GW has a small driller. And Descent Minis dont care if they get a hole
  12. Like
    tkundnobody got a reaction from Taki in Descent Minis usefull for Runewars?   
    Thanks for this hint. this could be tricky, but should be easy to create this hole in runes minis. GW has a small driller. And Descent Minis dont care if they get a hole
  13. Like
    tkundnobody reacted to Souppilgrim in Why I don't buy this game   
    I'm going to invest in this game because of the command dials.  This kind of component adds fluid tactical elements to the game, without adding complexity.  Anyone can handle a dial, but trying to read charts in a book for units to have this kind of fidelity of action would be ridiculous.
     
    I'm a long time table top miniatures gamer, and the best games have solid tactical movement.  The dials and movement sticks take a lot of the fiddling away without having to give up tactical choices.  Over the past 25 years, I wonder how much time ive lost in my life watching Butterfingers McTwitchyarm try and wheel a unit using retractable measuring tape.
  14. Like
    tkundnobody got a reaction from Fomorian in Movement Preview   
    On the Spiel '16 in Essen I had a look in the rules sheet (maybe not the final one). If you collide with friendly units and you could pass this unit (your end position doesn't overlap) and you only overlap one tray each you can move along. Otherwise you just collide but don't get a panic token.
  15. Like
    tkundnobody reacted to Sadgit in The Community Rules Reference Guide (CRRG) Project   
    The CRRG Project
     
    First of all, this is HavocDreams here. I decided to consolidate my FFG and BBG accounts and will be posting under my nick Sadgit in both communities from now on.
     
    A couple of days ago, when I have been asking what kind of rules resource for Descent we really want, two main types were discussed: an online resource and a (printable) PDF document. User Psymia already started designing templates and adding to the Descent Wiki that exists and I hope that with the help of others this will grow into a great online resource for all rule questions.
     
    I decided to start working on a PDF document that I call “Community Rules Reference Guide” (CRRG). The aim of this project is to create a comprehensive resource that unites the rules from the base game, all published expansions, official FAQs, unofficial FAQs, and Errata. Rather than replacing the “Rules of Play” book of the base game when it comes to learning how to play, it is meant to act as a reference for specific and difficult problems which are encountered during a game. It will include relevant keywords of the Descent rule set in alphabetical order followed by sections dealing with rules on specific game components such as cards and quests. Errata and rulings derived from FAQs and uFAQs will be integrated into the text of corresponding sections itself.
    As you might have realized, this is a very ambitious project which will take some time to complete. It will also strongly depend on the support that I will get from you guys/gals – hence the word Community in its title. I have already been in contact with Zaltyre and he confirmed his support. I would like to use this thread in the future to ask for help on specific topics (see below), ask for opinions, discussions and keep you updated on the progress.
  16. Like
    tkundnobody got a reaction from Smaeks in Where do you play X-wing? Post your country for statistics   
    Germany
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    tkundnobody got a reaction from ObiWonka in Lothal Open, Videos, Photos, Standings   
    Hey guys!
     
    if you are interested in some videos or photos from the Lothal Open, watch here:

    Final Table


    Photos
     Top 8 Lists:
    1. Kai
    2. Caolilan
    3. Piotr
    4. Lares
    5. Kettch
    6. PMOS1101
    7. Canis
    8. Elevtheria
  18. Like
    tkundnobody got a reaction from atr127 in Lothal Open, Videos, Photos, Standings   
    So all Vids are Online.
     
    @atr127: We will post at least the last 8 Lists.
  19. Like
    tkundnobody got a reaction from shotbyscott in Where do you play X-wing? Post your country for statistics   
    Germany
  20. Like
    tkundnobody got a reaction from R5Don4 in Videos from the German National   
    Hey Guys,
     
    maybe some of you are interested how we germans fly our ships at the national. So here are some videos incl. an amazing final:
     



















  21. Like
    tkundnobody got a reaction from Rogue Dakotan in Videos from the German National   
    Hey Guys,
     
    maybe some of you are interested how we germans fly our ships at the national. So here are some videos incl. an amazing final:
     



















  22. Like
    tkundnobody got a reaction from Ravaga in Videos from the German National   
    Hey Guys,
     
    maybe some of you are interested how we germans fly our ships at the national. So here are some videos incl. an amazing final:
     



















  23. Like
    tkundnobody got a reaction from Modery in Videos from the German National   
    Hey Guys,
     
    maybe some of you are interested how we germans fly our ships at the national. So here are some videos incl. an amazing final:
     



















  24. Like
    tkundnobody got a reaction from mtrein in Videos from the German National   
    Hey Guys,
     
    maybe some of you are interested how we germans fly our ships at the national. So here are some videos incl. an amazing final:
     



















  25. Like
    tkundnobody got a reaction from HungryFFG in Videos from the German National   
    Hey Guys,
     
    maybe some of you are interested how we germans fly our ships at the national. So here are some videos incl. an amazing final:
     



















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