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If they have new point costs I will just download the updated point list. I'm a cheapscate… lol
Without Signature
Kriegschatten said:
Miah999 said:
I hope we'll get a look at the rules well before the launch of the 2nd edition in the 4th Quarter.
You and me both. They are missing a huge opportunity for making the game better if they don't ask for our input before finalizing the new rules.
As for buying new cards, I don't mind as long as they're reasonably priced. The last upgrade pack was only about $12--I had no problem spending that.
But we have way more units now, so the next upgrade pack will probably be more like $25, I'm thinking. Which would still be fair, IMHO.
not necessarily, they could make faction specific upgrade packs, which makes more sense to begin with. Maybe each card pack could be like $10-$12 and you just buy the ones you want.
Without Signature
I'd rather see faction specific upgrade packs too, as I don't have any SSU unit, so those cards would be wasted for me.
Actually looking forward for a new base set with hopefully new "starter" units.
Without Signature
Well, my only major charge against current DT rules is lack of regulation of spotter-spamming issue to out-activate enemy, it definitelly should be corrected. As Loop said, it will also be good to have all the rules and skills in a single rulebook. Changing stats of already existing units smells like GW practice to me but I`m afraid is enevitable in some cases (Hot Dog, Blackhawk, Hermann, Hammers etc.)
Gothik said:
Well, my only major charge against current DT rules is lack of regulation of spotter-spamming issue to out-activate enemy, it definitelly should be corrected. As Loop said, it will also be good to have all the rules and skills in a single rulebook. Changing stats of already existing units smells like GW practice to me but I`m afraid is enevitable in some cases (Hot Dog, Blackhawk, Hermann, Hammers etc.)
If this were GW they would simply make 7 Axis subfactions that progressively get stronger and stronger while the SSU and Allies sit by the wayside waiting 7 years for an update.
Without Signature
Rule changes aside, I would like that FFG took advantage of a second edition of "Dust Tactics" to make units and heroes more accessible to newcomers. By this I mean doing additional hero packs to make possible to acquire some heroes without having to buy an expansion box (whose rules will have become outdated) and maybe make additional six-soldier unit boxes (as in "The Gunners" and "Battle Grenadiers") to combine two possible units whose only difference is one soldier. I.e. Minbiaturewise, the "Hell Boys" are a "BBQ Squad" with a second flamer, so a new "BBQ Squad" box who included a sixth soldier armed with a flamer would give you the option of fielding a "BBQ Squad" or a "Hell Boys" squad buying only one box. I think the same could be done with "Recon Boys / Death Dealers" and "Recongrenadiers / Sturmpioniere" boxes.
Faction startes boxes would also be greatly appreciated.
Faction started boxes are a great idea but I'm not sure 6 man squads will be possible unless your talking level 1 infantry. Even then I think you would see 5 man squads that maybe cost 8 or 9 points.
Without Signature
From what I've been able to gather so far 2.0 will be more of a streamlining then an overhaul, with little change to the core gameplay.
Also a note about spotter spam, do you guys really have trouble beating spotter heavy lists? I've never had much of a problem with being out activated, and most of the time the high activation list get whittle down to equal or less activations by mid-game. I do recognize it as an advantage but I feel its self regulating as the the more spotters their the lower the overall strength of the army.
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Dakkon426 said:
From what I've been able to gather so far 2.0 will be more of a streamlining then an overhaul, with little change to the core gameplay.
Also a note about spotter spam, do you guys really have trouble beating spotter heavy lists? I've never had much of a problem with being out activated, and most of the time the high activation list get whittle down to equal or less activations by mid-game. I do recognize it as an advantage but I feel its self regulating as the the more spotters their the lower the overall strength of the army.
I don't have a problem fighting it, but I don't like to see it. I just don't feel it's in the spirit of the game, but that's my opinion.
Of course there are other reasons I'd like to se some army orgnization rules, but mostly because I just like naming and orgnizing all my army lists anyway :)
I don't always play board-games, but when I do I play Tannhauser.
Keep gaming my friend.
Visit us at our blog:
http://www.front-toward-enemy.us
Dakkon426 said:
From what I've been able to gather so far 2.0 will be more of a streamlining then an overhaul, with little change to the core gameplay.
Also a note about spotter spam, do you guys really have trouble beating spotter heavy lists? I've never had much of a problem with being out activated, and most of the time the high activation list get whittle down to equal or less activations by mid-game. I do recognize it as an advantage but I feel its self regulating as the the more spotters their the lower the overall strength of the army.
the problem isn't the spotter spam being a "weaker" army composition, because you really don't need a lot of points to do this. Lets say your first 280 points is a normal army, but then you're wondering what to do with that last 20. Would you take a 20 point infantry unit, or 4 spotter squads, gaining three extra activations? Those three extra activations are probably a lot stronger than that one 20 point unit.
Without Signature
You don’t need to create force build lists to deal with the “out-activate to win” armies. A very simple change would nullify that “tactic” and still keep the game simple.
At the start of each turn each player counts their units on the board, including any in/on transports. If one player has fewer units than the other, they add to their unit cards enough face-down unit cards or “pass cards” to even the difference. (If the Axis has 7 units and the Allies have 5, the allied player will place 2 face-down unit cards with the rest of his unit cards. 7-5=2) Pass cards may be activated instead of a normal unit with the following exceptions:
- You may not activate a pass card as your first activation
- You may not activate two pass cards in a row
A squad with a hero and/or commissar attached only counts as one unit when counting units at the start of the turn, since they must be activated together. If a player with one or more un-activated pass cards separate a hero from a squad the hero replaces one of the un-activated pass cards. (If the Allied player has used one of his pass cards and then separates Rhino from the Hammers, Rhino will replace the last unused pass card.)
Units are counted at the start of each turn, so as units are destroyed, the number of pass cards, and even the person receiving them may change. (The Allies have a very successful turn and manage to eliminate 3 enemy units without losing any themselves. At the start of the new turn the Axis are down to 4 units, and the Allies now have 6 since Rhino detached from the Hammers. This turn the Axis will receive 2 pass cards. 6-4=2)
No poor ba***rd ever won a war by dying for his country. You win by making the other poor ba***rd die for his country - Gen.Patton
fhaugh said:
You don’t need to create force build lists to deal with the “out-activate to win” armies. A very simple change would nullify that “tactic” and still keep the game simple.
At the start of each turn each player counts their units on the board, including any in/on transports. If one player has fewer units than the other, they add to their unit cards enough face-down unit cards or “pass cards” to even the difference. (If the Axis has 7 units and the Allies have 5, the allied player will place 2 face-down unit cards with the rest of his unit cards. 7-5=2) Pass cards may be activated instead of a normal unit with the following exceptions:
- You may not activate a pass card as your first activation
- You may not activate two pass cards in a row
A squad with a hero and/or commissar attached only counts as one unit when counting units at the start of the turn, since they must be activated together. If a player with one or more un-activated pass cards separate a hero from a squad the hero replaces one of the un-activated pass cards. (If the Allied player has used one of his pass cards and then separates Rhino from the Hammers, Rhino will replace the last unused pass card.)
Units are counted at the start of each turn, so as units are destroyed, the number of pass cards, and even the person receiving them may change. (The Allies have a very successful turn and manage to eliminate 3 enemy units without losing any themselves. At the start of the new turn the Axis are down to 4 units, and the Allies now have 6 since Rhino detached from the Hammers. This turn the Axis will receive 2 pass cards. 6-4=2)
Intresrting, I might give it a try, but I don't see the Dust Studio/FFG guys going for it, but you never know.
I don't always play board-games, but when I do I play Tannhauser.
Keep gaming my friend.
Visit us at our blog:
http://www.front-toward-enemy.us
Dakkon426 said:
I've never had much of a problem with being out activated.
Well, yeah, because you play Axis, so you can just counter Observer spam with Recon Grenadier spam! ![]()
Without Signature
It's an interesting concept. I'd just get rid of the whole "when you dettach a hero it takes the place on an unused pass card". Dettaching a hero is a good strategy to surprise you enemy and gain an unexpected extra activation. Next round you'd lose that benefit, but it would be good to be able to have it just for the round where you dettach it.
Suck my Mickey
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