This game just drawed my attention with the teaser about the undead army.
Now I am curious. Does the 'human' faction also feature cannons and crossbows?
If so, I would be in.
This game just drawed my attention with the teaser about the undead army.
Now I am curious. Does the 'human' faction also feature cannons and crossbows?
If so, I would be in.
This is an amzing game you should go check out a video of play or two. I do hate to be the one to say that the 'human' faction dose not have any cannons but they did just get a big crossbow of sorts with the Sege Golem troop in the expanion pack that was just put on the shelfs. They have a range of 2-6 the longet range in the game so far and have the ablity to hit targets that are next to the target unit. I do hope you give this game a try man its a well worth it.
Edited by DragonMaster_00I don't think Terrinoth lore in any of their other games has had cannons in the traditional sense, so I don't think we'll really see any in this game. Even the Dwarves in this lore don't really use that kind of thing.
If you ever see a cannon, it's more likely to be some sort of magic-blast cannon. But as DragonMaster_00 said, the Siege Golem comes pretty close to that. It's just that the over-sized ballistic crossbow is on top of a walking mound of enchanted rock. For my tastes, I find it way cooler than a gunpowder cannon.
As for infantry crossbows, there aren't any of those yet, either. Each faction has one archer unit that fires at range with regular bows and arrows. Well, sort of regular. I mean, the Uthuk Y'llan demon-men are firing vipers instead of arrows, but they still use bows.
I love BattleLore. It's a great game.
Oh too bad.
I'm a big fan of having big gunpowder weapons as human faction, along with halberd and crossbow standard troops.
Not so crazy about those golems or magical constructs. I appreciate mechanical or stream-driven weapons.
I hope there will be a non-magical human faction some day that rely on gunpowder and mechanical weapons instead...
But I'm also a fan of having a Necromancer and his army of skeleton warriors, archers, undead knights and a bone dragon.
So ... lets see how this will develop.
While it could happen, gunpowder just doesn't really seem to have a place in the Terrinoth universe.
From what I've seen of the Terrinoth factions from Rune Age, if any faction were going to be mechanically-inclined, I'd guess it would be the dwarves. While the old humans had the Siege Machines (huge towers used for laying siege to defensive walls), those seem to have been replaced by the Siege Golem.
The dwarves have more mechanical units:
-Demolitionists that appear to throw bombs
-Digging Machines that look like drill modules from the old-school Ninja Turtles TV show
-War Machines that look like giant, rolling harpoon-launchers
If gunpowder-weapons became a thing, I'd place my [non-existent] bet of gold on seeing those in the Dwarves of Dunwarr expansions.
Oh too bad.
I'm a big fan of having big gunpowder weapons as human faction, along with halberd and crossbow standard troops.
Just collect Empire in Warhammer Fantasy... Although you will need too dish out a lot of cash to have a playable army.
I like the Battlelore Universe, granted it's nothing terribly original it does have enough to set it self apart from the Warhammer world.
While it could happen, gunpowder just doesn't really seem to have a place in the Terrinoth universe.
Yes it does. Cannons played a large part in sea of blood, a campaign expansion for descent 1st edition.
While it could happen, gunpowder just doesn't really seem to have a place in the Terrinoth universe.
Yes it does. Cannons played a large part in sea of blood, a campaign expansion for descent 1st edition.
Very true. It's also worth noticing that Sea of Blood caused the line to sink (sorry, couldn't resist)
On a more serious note: it seems like FFG is investing a lot in giving consistency to the different games set in Terrington. I do really have high hopes for the setting and all the active lines.
Oh too bad.
I'm a big fan of having big gunpowder weapons as human faction, along with halberd and crossbow standard troops.
Just collect Empire in Warhammer Fantasy... Although you will need too dish out a lot of cash to have a playable army.
I like the Battlelore Universe, granted it's nothing terribly original it does have enough to set it self apart from the Warhammer world.
Yes of course. But there is a BIG difference between a board game like Battlalore and Warhammer Fantasy. Isnt it?
Maybe house rules to get the Empire as playable faction in - but this seems to me to be a lot of with balancing, cards and stuff. So, no. I just don't have the time for this.
Since cannons actually are existent in this world, I just need to wait for them to arrive
While it could happen, gunpowder just doesn't really seem to have a place in the Terrinoth universe.
Yes it does. Cannons played a large part in sea of blood, a campaign expansion for descent 1st edition.
Very true. It's also worth noticing that Sea of Blood caused the line to sink (sorry, couldn't resist)
On a more serious note: it seems like FFG is investing a lot in giving consistency to the different games set in Terrington. I do really have high hopes for the setting and all the active lines.
Sea of blood was a good concept, and had some goodness in there, but FFG couldn't make ship to ship combat work on a board made up of squares. It really didn't help that the best tactic for one side was to sail off the board as fast as possible.
While it could happen, gunpowder just doesn't really seem to have a place in the Terrinoth universe.
Yes it does. Cannons played a large part in sea of blood, a campaign expansion for descent 1st edition.
Fair enough. I never played that campaign (didn't appeal to me at all, but I didn't really like the campaign system in Road to Legend, either; took far too long for us).
I just play the Battlelore Second Edition computer game, to see if I like the game mechanics.
There actually are crossbows in the game:
Bandit Crossbowman
Attack: 3
Hits: 3
Movement: 2
Guerillia Tactics: This unit does not suffer the attack penalty for being in a forest.
Looks like a decent unit to me. With 3 attack they have better chances to hit. I especially like their ability.
Yup, but the Crossbowmen Units exist only in BT: Command, and not in the tabletop version
Yup, but the Crossbowmen Units exist only in BT: Command, and not in the tabletop version
Not yet
Personally, I don't like the balance of a lot of the app units and I kinda hope we don't see the bandits in the physical game. Of course, if they do release them I can just opt not to purchase them, so I guess it really doesn't bother me one way or the other.
But I feel like a lot of the units in BattleLore: Command are a lot more powerful than units from the base board game: and that includes units that got buffs like the Yeoman Archers getting 33% chance to hit when they don't move.
Personally, I don't like the balance of a lot of the app units and I kinda hope we don't see the bandits in the physical game. Of course, if they do release them I can just opt not to purchase them, so I guess it really doesn't bother me one way or the other.
But I feel like a lot of the units in BattleLore: Command are a lot more powerful than units from the base board game: and that includes units that got buffs like the Yeoman Archers getting 33% chance to hit when they don't move.
Don't the Archers can attack twice if not moved in the board game as well?
I don't see any differences between App and BG for the existing minis, as far as I can tell.
Personally, I don't like the balance of a lot of the app units and I kinda hope we don't see the bandits in the physical game. Of course, if they do release them I can just opt not to purchase them, so I guess it really doesn't bother me one way or the other.
But I feel like a lot of the units in BattleLore: Command are a lot more powerful than units from the base board game: and that includes units that got buffs like the Yeoman Archers getting 33% chance to hit when they don't move.
Don't the Archers can attack twice if not moved in the board game as well?
I don't see any differences between App and BG for the existing minis, as far as I can tell.
In both games the Yeoman Archers have the Double Shot ability which lets them attack twice if they don't move. In BattleLore: Command, though, they also get a bump up from 17% chance to hit to 33% chance to hit. In essence, it would be like saying Yeoman Archers hit on Pierce (target) and Heroic (helmet) results if they don't move. So not only do they get to attack twice, but the attacks are twice as likely to deal damage in BattleLore: Command compared to the board game.
You should check out this link on BGG to read about differences between the app and the board game.
Personally, I don't like the balance of a lot of the app units and I kinda hope we don't see the bandits in the physical game. Of course, if they do release them I can just opt not to purchase them, so I guess it really doesn't bother me one way or the other.
But I feel like a lot of the units in BattleLore: Command are a lot more powerful than units from the base board game: and that includes units that got buffs like the Yeoman Archers getting 33% chance to hit when they don't move.
Don't the Archers can attack twice if not moved in the board game as well?
I don't see any differences between App and BG for the existing minis, as far as I can tell.
In both games the Yeoman Archers have the Double Shot ability which lets them attack twice if they don't move. In BattleLore: Command, though, they also get a bump up from 17% chance to hit to 33% chance to hit. In essence, it would be like saying Yeoman Archers hit on Pierce (target) and Heroic (helmet) results if they don't move. So not only do they get to attack twice, but the attacks are twice as likely to deal damage in BattleLore: Command compared to the board game.
You should check out this link on BGG to read about differences between the app and the board game.
I see. Strange that there ARE differences. Maybe thats 'balancing'. But thats a bad idea. If you want to learn how to play tha game with the App, you'll end up a bit confused.
It is certainly inconvenient, but I see the necessity for most of the changes. Usually they have to do with cutting down on the number of choices that interrupt the game. For example, Lore cards that trigger off of an attack in the board game instead are played at the end of your turn so that you don't need to interrupt your opponent. Also, abilities that require you to commit a die result are altered so that it happens automatically.
As for the Yeoman Archer buff, I can't argue with you one bit. I'm 100% against that change. I heard rumors that it was to make the campaign easier for casual players, but I think they should not have given that ability to them in multiplayer.