Review - from Marcowargamer
Gee, my thought is that the Dual Dial is what makes this game the most interesting table top game out there. And he thinks it's clunky (15:36) and gimiky and should only need/use one dial (16:45). I'm glad I saw this video. I like this guy, he comes across as honest.
The real point is that we'll definitely need to reshape the bases in hot water/ice water as a lot of the bigger unit bases looks to be bent.
Seems like a low quality review. His dial argument, especially complaining about having two per unit, makes me wonder how much he understands the nuances of the rules previewed thus far.
1 minute ago, Shrapnelsmile said:Seems like a low quality review. His dial argument, especially complaining about having two per unit, makes me wonder how much he understands the nuances of the rules previewed thus far.
Unfortunately, most reviewers don't take into account or just don't get many of the small nuances that set games apart. They don't spend enough time with the game before they review it. I steer myself towards actual gameplay videos over blank reviews any day
2 hours ago, Muz333 said:The real point is that we'll definitely need to reshape the bases in hot water/ice water as a lot of the bigger unit bases looks to be bent.
This is pretty much universally true of all FFG PVC figs. Big flat bases and little spindly bits always need attention.
Hi folks!
Having played the game myself I was also a little surprised by Marco's comments concerning the twin-dial system (and I'm someone who values his judgements and reviews in general). Firsly - looking at a random unit - say the spearmen: unless my maths is way off, the twin dial system allows for a total of 22 different possible orders for the unit (and some units have more than that) which I can't imagine working with a single dial, and certainly lays to rest any notion of the twin-dial system being in any way "gimmicky". I think the twin dials also open up far more possibilities for future units that simply wouldn't be possible with a single dial.
Related to this is how well thought out the actions and their colour-linked modifiers are which I find makes the possible behaviours so much more nuanced and realistic; if the spearmen want to sprint ahead at full speed for example, there's no way they can do so in a defensive stance, or even turn - as one would expect.
I also like how carefully thought out the initiative system is, where to perform the more reckless actions you often have to pay the price of acting later in the initiative order which makes the decision making process so much more interesting, because the initiative order can have a big impact on how the round plays out.
Overall, I find the system delivers a rich and tactical experience, in which the units behave as you'd expect them to. It's also pretty fast paced and accessible for a miniatures war game (my 9-year old daughter picked it up in no time, and also wiped out half of my spearmen with her skeleton archers before I had a chance to take a swing at her!)
Regarding the bases; mine were all completely flat, and didn't need the hot/cold water treatment. They just need a good squeeze in the centre of the base otherwise they won't sit flush as you can see in the video.
That's just my two cents anyway. Now, back to painting...
1 hour ago, Sorastro said:That's just my two cents anyway. Now, back to painting...
And recording, editing, and sharing that painting, right?
Back to work! *whip crack*
;)
11 minutes ago, Tvayumat said:And recording, editing, and sharing that painting, right?
Back to work! *whip crack*
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Ha ha - absolutely sir!
Glad to hear it.
I'm a pretty decent painter, Sorastro, but when people ask me how to paint, I point them to your videos first.
I'm also glad to hear your take on the dual-dial system, and to know that your thoughts echo my own. What could have been presented as a series of tables and multiple chapters in a hardback book is instead compacted into a pair of dials that I can't wait to start turning.
If I had to pick one word to describe FFG's game design over the last few years, it'd be "Elegant"
I like how they streamlined the rank and file game...
1 hour ago, jek said:I like how they streamlined the rank and file game...
Indeed, but not too much, which is great. It's deep compared to Kings of War, which is so cut and paste / minimal IMO. I use all my cool extra minis for KoW on occasion, but there seems to be so much more to Rune Wars here. I'm very pleased to see that. Rank and file (love it), but streamlined yet multifaceted = high hopes for acceptance and longevity. I don't need it to be insanely popular, just hope FFG supports it for years considering the massive amount of resources and money they are probably investing.
I like the dual dial system, I think all the combinations will make moves a lot less predictable than they are in X-Wing.. which can be very frustrating at a certain point.
Also +1 for a Sorastro content review, don't see that very often
Just a FYI guys he has a patreon if you like his videos..
https://www.patreon.com/Sorastros
Just saying
I find it interesting that he found the two dials fiddly. It seems pretty straightforward and flexible to me.
Biggest concern with dials is at 200+ points I may have 6 or more units. It's gets finicky each round saying "1" "2" "3". Then what happens if you do a 6 and some dudes like man I had a 5. It's going to be my biggest gripe before actually getting my hands on the game.
9 minutes ago, Eric W said:Biggest concern with dials is at 200+ points I may have 6 or more units. It's gets finicky each round saying "1" "2" "3". Then what happens if you do a 6 and some dudes like man I had a 5. It's going to be my biggest gripe before actually getting my hands on the game.
Is it really that finnicky to count from 1-10 six times?
X-Wing has a similar initiative system and those games go a lot longer. As a player it's on you to know when your units activate.
Playing MOST tabletop games, not just FFG games, you should never be breezing right past triggers without asking the other player, anyway.
What I don't like is all the negative comments under the video.
2 minutes ago, MegaSilver said:What I don't like is all the negative comments under the video.
That's every comment section for anything ever... get enough internet heroes in one place and they'll bash for no other reason than to make themselves feel better.
14 hours ago, Tvayumat said:I s it really that finnicky to count from 1-10 six times?
X-Wing has a similar initiative system and those games go a lot longer. As a player it's on you to know when your units activate.
Playing MOST tabletop games, not just FFG games, you should never be breezing right past triggers without asking the other player, anyway.
Am I misunderstanding the rules - or don't we just count from 1 - 10 once anyhow?
And then resolve each order at each corresponding number - and presumably any matching orders in initiative order or something?
Six times as in the six turn maximum for games.
4 hours ago, drkpnthr said:Six times as in the six turn maximum for games.
Isn't it 8 turns?
39 minutes ago, DrCthulhu said:Isn't it 8 turns?
Yes it is 8 turns
I could have sworn I read it was six, but that was a while ago.
Regardless, counting to ten eight times doesn't exactly qualify as strenuous, but maybe that's just because I've had to pause games for 30 minutes to dig through a stack of supplements to clarify special rules more times than I'm comfortable admitting.
59 minutes ago, Sorastro said:Yes it is 8 turns
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Come on, spoil us with some details. Play session reports, some lore, anything really!
54 minutes ago, Muz333 said:Come on, spoil us with some details. Play session reports, some lore, anything really!
Ha ha - sorry, I've just been so busy with the painting I haven't had much time for anything else. The Lore Guide is pretty interesting and the eponymous runes - or rune shards - play a central part of the lore. One small detail worth noting for anyone who's planning their colour schemes (particularly for the golem) is that the golems awaken when a runebound shard is placed on their brow, and the arcane channels in the surface of the golem glows bright blue. Now you could of course use whatever colours you like, but for anyone wishing to honour the lore, it's a detail worth being aware of.