| Register Now | |
| My Points | |
| My Games | |
| Page 2 of 2 (22 messages) | « First page... 1 2 |
I have played a number of miniture games, and the starting set is never really more than the bare minimum to play. Who players Warhammer 40K with just the Black Reach Box set. Sure you could if you wanted to, and it is a great way to get started, and see if you like the game. But it just isn't the way most people play.
Remember the Wizkids Constructable Pirates game, you were supposed to be able to play that game with single pack.
But half of the fun for miniture games is collecting the models and building your force. That is really just how these sort of games work.
I was a little disapointed when I realized that the starter set only had one x-wing and 2 tie fighters. But it could be worse; the game could be collectable and you might have to shell out tons of $$$ just trying to get the ships you want.
Without Signature
What I love about this game is that it's so thematic. Next to nothing seems like an add-on just for mechanics. It's all so grounded in the Star Wars lore. I am super excited to play this game. The only reason I voiced my gripes is because I am looking forward to it so much. But I'm really pleased with a lot of the decisions they made. Like fighters not obstructing shots but objects do. It's just how I would have designed it. Good on you, FFG.
Budgernaut said:
One rule I'm not happy with is how to move your fighter if another ship is in the way of your movement dial. They want us to estimate where it lands by holding the movement dial over the other ship? Common! How about placing an unused movement guide against the front of the ship that's in the way. Then remove that ship(s) and have that ship's owner hold the movement dial securely. Next, the active ship moves and can lay it's movement dial flat on the table with only a possibility of being slightly elevated by the other movement dial. After placing the active ship, remove it's movement dial. Then place the non active ship(s). That leaves no room for ambiguity.
I assume when you keep saying "movement dial" you actually mean "base"? Or do you mean "maneuver template"? Either way, I don't really know what you are talking about here, because I think the rules for overlapping ships is very concise and easy to follow.
Yes, I meant base. But just ignore all that ranting. I blame it all on being jet-lagged, having just flown back to the U.S. from Australia the day before I posted that. I've chilled out since then.
Fair enough. As for the concern about the size of the box set, take it in context. As has been said, the Assault on Black Reach box set contains models enough to make (assuming no modifications from outside the box):
Space Marines: 575 (no upgrades) - 665 (Giving the Captain some upgrades and making the Dreadnought Venerable) or you could probably treat the Captain as a Chapter Master or Character (maybe Cato Sicarius?) for way more points.
Orks: 480 (Barebonez) - 651 ('Ard Boyz, Stikkbomms for all, troop Nobz, Boss Upgrades)
Now, you can play anywhere from 500 - A hojillion points, but a normal game in 5th edition was generally between 1500 and 2000 points. That puts the forces at roughly 28-44% (Space Marines) and 24-43% (Orks). This is pretty spot on with the suggested point value of 31 (31%) for X-Wing suggested while playing with only the starter box.
sverigesson said:
Budgernaut said:
One rule I'm not happy with is how to move your fighter if another ship is in the way of your movement dial. They want us to estimate where it lands by holding the movement dial over the other ship? Common! How about placing an unused movement guide against the front of the ship that's in the way. Then remove that ship(s) and have that ship's owner hold the movement dial securely. Next, the active ship moves and can lay it's movement dial flat on the table with only a possibility of being slightly elevated by the other movement dial. After placing the active ship, remove it's movement dial. Then place the non active ship(s). That leaves no room for ambiguity.
I assume when you keep saying "movement dial" you actually mean "base"? Or do you mean "maneuver template"? Either way, I don't really know what you are talking about here, because I think the rules for overlapping ships is very concise and easy to follow.
I re-read my post and I actually meant maneuver template, rather than movement dial or ship base. What I was getting at is that since the maneuver templates are flat, you could use a few of those to mark where other ships are, then put your maneuver template over those (since they are flat) and then move your ship. Then you replace the other ships based on where their place-holder maneuver templates are.
The rules state that in a situation where a ship is in the way of a maneuver template (but the bases will not necessarily overlap) you just hold the guide over the other ships and make a best guess. My method is more exact, but more tedious and probably takes more time. It's not a game-changing rule, as written, but I may try out my way to see just how much it slows the game down.
| Page 2 of 2 (22 messages) | « First page... 1 2 |