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  1. How about a cavalry version of Ardus? Would fit greatly with the Death Knights. But in general, I really think that regular troops and heroes should be very distinct, so simple mix-up wouln't do it for me. Heroes having mounting options that are clearly related to normal troops (but still in some way special) are great though. Thinking about Hawthorne and Aliana. This actually makes me sad that there is no bone horror cav unit that synergizes with Maro. Also, a cavalry command expansion would be great.
  2. My mistake. I meant the standard 3x6. Nothing special here. We had 7 units each in that 300 pt game. Definitely not overcrowded.
  3. I tried a 300 point game tonight with a friend as well. Pretty cool in my opinion. The 3x9 battelfield was not too small, but we both ran a spearstar / deadstar. It could be a bit crowded with 12 units, but then, they are smaller. This actually makes my wonder how a 2vs2 game (say at 150 points each) would go.
  4. If you are only interested in the mini of Ardus, check out the Runewars the Miniatures game version.
  5. Another interesting mechanic would be to interact with the dail. An artefact that would allow the hero 1) to look at any unrevealed dial. This would have to come at an early initiative. and/or 2) change a modifier (or even the whole dial) on one friendly unit (or a unit in range 1-x) Would be a very interesting (non pure damage/recovery) mechanic, messing with a core feature of the game: the guess what I have dialed in game-of-chicken. As this would be very strong, the artefact should exhaust when used.
  6. How about: At the start of the game, choose a colour. All modifiers (on the dial of that hero) of that colour are considered white. That would for example allow Kari to dial in a precision symbol on her ranged attack. Or use her defence in any situation. Hawthorne could shift-march 2. Or turn-march 2 Ardus would't profit much Maro could attack at ranged + move 2 or use his ability and move. Lord vorunthul would get a speed 4 charge. etc, etc. Too strong?
  7. Cool Ideas. Your Cleavers don't have dice for their ranged attack though.
  8. I think it would be a bit more intuitive if ffg would have used the word "pay" instead of "suffer" whenever they refer to a hero voluntarily loosing fatigue.
  9. I think there is a small, but important difference here: In general, if you are max fatigued, you can never suffer fatigue voluntarily. Using skills (that have fatigue costs), including the heroic ability is suffering fatigue voluntarily. The runemaster skill is however slightly different. He is using a surge ability voluntarily which causes him to suffer one damage in fatigue. The fatigue damage is not a cost, but an effect of that surge. Hope that helps.
  10. Thank you for your hint. I found that its best to create the quests anew using opera. With firefox, there are issues when using the quest vault. Not only with regards to saving the data, but also with adding/removing expansions since the buttons are missing.
  11. Indeed. I edited one of my quests today and the changes are lost. Very disappointing.
  12. I decided to continue working on a campaing I startet more than a year ago. The quest vault is a great tool and an updated version would be great. I fear I cannot help with the development, but would love to see something like this happening.
  13. Hello. My group and I encountered a question to which we couldn't find an answer anywhere. My Geomancer carries the Staff of Greyhaven and wants to use Earthen Anguish to perform an attack on a stone that gives blast. The earthen anguish card specifically says that range and line of sight is ignored (but only for declaring the attack?), while the Staff of Greyhaven gives Sorcery 3 (convert up to 3 range to 3 damage or vice versa). Can I convert rolled range to boost the damage of the attack? If so, from where is it measured? Thanks!
  14. @Sadgit: you set the yellow in the normal row and one blue-set dice in the set row. This way you get the correct result. What you set was 1blue (normal) 1blue(set) 1yellow(normal). And because of the normal blue dice, you got a 1/6 chance of rolling an X. @ Felin: Good Idea, I'll add that in the next version.
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