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Dust Tactics
A tactical miniatures board game in the world of Dust
Moderator: FFGAntonGeckoGood_TravelerThe Spaniard Topics: 896 | Posts: 8275
What game do you prefer?
by Flindo
Published on 12 June 2012 - 10:26:30
Page 2 of 2 (22 messages) « First page... 1 2
Reply #16 | Published on 22 June 2012 - 21:13:51

 Well, that's not terribly accurate.  Yes, there are a few typos, but there really are no holes in the rules.  We have over 10 games played and haven't house ruled anything.  And they didn't 'leave out' the SSU.  The SSU get their own book, which is forthcoming.

Without Signature
Reply #17 | Published on 23 June 2012 - 12:24:06

Considering the SSU was ready to be shipped, and had to have been through playtesting before Warfare went to the printer, saying they were left out would be quite accurate for many people.  The fact that they are being held back for a second book is simply GW style marketing, requiring players to buy yet another book to get the rules for units that were ready.

The number of typos is much more apparent to anyone who has done editing, perhaps, but Warfare is rife with them.  Grammar and logical structure is just as much of an issue that will increase with rules lawyers in competitive play.

Every assumed rule interpretation is a house rule until the actual intent is made clear by FFG.

As for missing rules, compare it to issues dealt with already in Tactics (ex: artillery in or against units in buildings), or the obvious omissions like anti-mine attacks, and the number of rules missing or poorly worded grows.  Poorly designed rules are equally evident, and extremely troublesome.  Holes that a playing group do not use or manipulate due to playing style are still holes in the rules.

Army selection is more complex in Warfare, because arbitrary restrictions were created to limit force structures.  People who like 40K can be happy with that.  I'd be happy with it, if the force restrictions made sense from a military perspective, as opposed to an arbitrary game perspective.  Otherwise, I'd prefer being able to create a force that makes more sense. 

I have little interest in force structure that someone else arbitrarily assigned just to have restrictions instead of building logical unit structure.  Some players will be quite happy with the platoon lists, but I'm an ex-soldier and a military historian, so I prefer restrictions that make military sense.  Only my opinion, but my opinion matters to me.  I have little interest in a 40K style of army creation, especially one that appears far less polished than 40K's.

I find Warfare more complicated than Tactics, but not really deeper or more tactical.  Complicated is only deeper if it adds to the tactical complexity, which I do not find with Warfare.  I have no interest in DUST 40K.

Warfare is different, and will appeal to some players.  It will stay far down my list of games enjoyed until at least some of the rules issues are addressed.

Without Signature

Reply #18 | Published on 26 June 2012 - 12:58:36

They may have delayed the new book to add the new Axis and Allied walkers. So those would be playable as well.

"May have been the losing side. Still not convinced it was the wrong one."      - Malcolm Reynolds

Save Stargate Universe

Beaverton, OR

 

Reply #19 | Published on 26 June 2012 - 15:03:41
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Jiltedtoo said:

They may have delayed the new book to add the new Axis and Allied walkers. So those would be playable as well.



The other possibility is that it got delayed so they could reprint the original Core Rulebook, as it sold out at the distributors extremely quickly.

 
Reply #20 | Published on 27 June 2012 - 01:19:16
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Does anyone who plays both have a feeling about whether or not Warfare is a little less swayed by die rolls? I really have enjoyed most of the couple Tactics games I've played, but the number of times I've only hit 3 times out of 30 rolls is kind of staggering. I suppose, ultimately, I'd prefer something that reigned in the sheer luck element a little bit more - any chance of that happening with Warfare?

Without Signature
Reply #21 | Published on 27 June 2012 - 06:21:36
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LongDarkBlues said:

Does anyone who plays both have a feeling about whether or not Warfare is a little less swayed by die rolls? I really have enjoyed most of the couple Tactics games I've played, but the number of times I've only hit 3 times out of 30 rolls is kind of staggering. I suppose, ultimately, I'd prefer something that reigned in the sheer luck element a little bit more - any chance of that happening with Warfare?




Dust Warfare still has lots of die rolling, but in my experience, Dust Warfare games are less often decided by one or two die rolls at the very end of the game.

One thing Warfare does to balance things out is that if you have fewer units, you are more likely to get initiative.  So if you get some bad rolls and your opponent gets some good ones, and you lose some units, your odds of winning initiative go up, and having initiative can be quite the advantage in Dust Warfare. 

Dust Warfare has also taken out some of the really "dicey" mechanics that could have huge swings, like the Command Squad's roll a die to see if you bring a unit back to life or re-activate him, and the phaser weapons don't work in the extremely variable way that they do in Dust Tactics. 


While I've certainly had a game or two of Dust Warfare where it felt like the dice decided the game, I haven't found it to be the case as often as Dust Tactics. 

 
Reply #22 | Published on 27 June 2012 - 10:26:30

Also there is the supression factor in warfare, so even if you hit you do something to the enemy unit (some units cannot be surpressed like zombies).

Otherwise its dice on both ends, dice to hit and dice for armor saves.

My advice, pray to the gods of the dice before you play and hope they bless your rolls.

"May have been the losing side. Still not convinced it was the wrong one."      - Malcolm Reynolds

Save Stargate Universe

Beaverton, OR

 

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