1 minute ago, Tvayumat said:They actually fixed this with the release of Jabba's Realm.
Figures now give up VP equal to their reinforcement cost when killed, not when the group is destroyed.
Did you stop reading my post there? Heh.. keep going
1 minute ago, Tvayumat said:They actually fixed this with the release of Jabba's Realm.
Figures now give up VP equal to their reinforcement cost when killed, not when the group is destroyed.
Did you stop reading my post there? Heh.. keep going
Just now, FrogTrigger said:Did you stop reading my post there? Heh.. keep going
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I did very much hit quote and reply before finishing my reading.
Magic! That is your answer my dear sir.
Forget the drab commoness of the lightsaber or the ever-present hurtling through space going pew pew in the noiseless emptiness of the void. Here you can be the elven warrior riding a giant kitty-cat, or the evil sorcerer conjuring the very souls of the recently slain to do your bidding.
Forget all you know about space tactics and gravity-free maneuvers, this game is about the grit of lancers facing nameless abominations to save a bar wench who may not even have noticed the rank and file soldier enamored with her, it's about the pounding of hooves on a battlefield having with the banefull energies of the necromancers
In other words is pretty much the same game but in a fantasy setting that will conquer your soul and leave you dreaming of pristine forests and evil marshes, of selfless heroes and despicable villains
If only the dry logic of computers will move you and fighting for the honour of a pure maiden leaves you cold then keep to your spaceships and your empty space. But if you long for heroism, epic battles and magic then look no further my friend and join us in the struggle for life, or for the eternal peace of death
8 minutes ago, Corto said:Magic! That is your answer my dear sir.
Forget the drab commoness of the lightsaber or the ever-present hurtling through space going pew pew in the noiseless emptiness of the void. Here you can be the elven warrior riding a giant kitty-cat, or the evil sorcerer conjuring the very souls of the recently slain to do your bidding.
Forget all you know about space tactics and gravity-free maneuvers, this game is about the grit of lancers facing nameless abominations to save a bar wench who may not even have noticed the rank and file soldier enamored with her, it's about the pounding of hooves on a battlefield having with the banefull energies of the necromancers
In other words is pretty much the same game but in a fantasy setting that will conquer your soul and leave you dreaming of pristine forests and evil marshes, of selfless heroes and despicable villains
If only the dry logic of computers will move you and fighting for the honour of a pure maiden leaves you cold then keep to your spaceships and your empty space. But if you long for heroism, epic battles and magic then look no further my friend and join us in the struggle for life, or for the eternal peace of death
Why am I mimited to just 1 like... People! Pool your likes!
6 hours ago, Lyraeus said:Dropfleet Commander is a good price point and BEAUTIFUL sculpts.
Shhh we are trying to sell runewars here.
1 hour ago, Orcdruid said:Shhh we are trying to sell runewars here.
We were talking models
2 hours ago, Lyraeus said:We were talking models
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Riiiight.
Right, I've arranged a test game tonight at a local games shop! The bait is in the water...
Thanks Kris, Corto, et al., for your pep talks! I'll report back on here with my first impressions.
2 hours ago, banjobenito said:Right, I've arranged a test game tonight at a local games shop! The bait is in the water...
Thanks Kris, Corto, et al., for your pep talks! I'll report back on here with my first impressions.
I hope you have fun! I've been running a lot of demo games for x-wing players, this is going to be similar in many ways but different in certain key areas enough that it will feel very different but will be still easy to pick up on the rules very quickly.
16 hours ago, KrisWall said:Aesthetic arguments aside, GW has the capability of producing very crisply detailed and intricate models. FFG's production capabilities are different. The material is different. You're not going to see the same sort of crisp detail. That's not necessarily a bad thing. GW prides themselves on being a model company first and foremost. FFG is obviously a gaming company. It shows in their rules. I'd much rather good models and great rules than great models and bad rules any day.
YES...a great rule system makes the game, then great models (and I think these models are great in the grand scheme of miniature games, not fantastic like some of the corvis belli stuff but I would put them squarely around a 4/5) make the game so much more interesting, and easier to grab people attention in the store. GW makes just very...detailed models, and those details are crisp. But they also seem cluttered to me...I like that the RW models have less stuff on them but that stuff is clean and distinct and lacking unnecessary extra stuff...
I've played some X-Wing....despite being a huge Star Wars fan, it's just not the game I want it to be...and I was a HUGE fan of the D&D Attack Wing game.
RMG is the game that I wish D&D Attack Wing had been. Here's a few ways RMG improves the system:
It doesn't feel like X-Wing with undead. The Movement dial has been upgraded to the Command Dial. In X-Wing, even with Star Wars physics, ships generally couldn't stand still...it was the exception when a ship managed to do this. D&D Attack Wing carried this over, resulting in the silly idea that a troop suffered penalties when it wasn't moving. RMG's Command Dial allows the game to ignore this. Troops can stand their ground without penalty. With the added Modifier Dial, you'll even have instances where certain actions and abilities will ONLY be available if the unit isn't moving. It's taken the same Flight Path system and finally applied it to a ground based combat system and it feels right.
And it's different enough from X-Wing that you'll need to develop and rely on new strategies to succeed. Flanking is a thing, as is charging your cavalry across the field to smash the enemy's archers, then wheeling around and finishing off their core infantry in the rear that your own infantry has been struggling to hold.
Heroes are powerful...but on their own, they can be vulnerable. You can use an upgrade to put your heroes into your troop formations, giving them more protection, but sacrificing some of their special abilities at the same time. List building becomes very much a game of what you want to do, and even with the Core units has a lot of flexibility. Not only can you add heroes to some troop units, you can add monsters to them as well.
Games are not just death matches. You play 8 rounds, and every game will have a different combination of Objective and Deployment cards in effect. It's not an endless amount of combinations, as there are I think 4 of each card, but enough variety in the core that, combined with different army builds, it's going to be a long time before any two games play out even close to the same way.
Units feel very different from one another. Combine the different Command Dials, throw in the Modifier dials, then add the unit special abilities...you get a system where the Daqan Spearmen play very differently from the Waiqar reanimates, despite both being large-tray tarpit units.
Every turn is different. Since initiative is based on your Command dial, each turn can and will have a different activation order. Do you charge ahead recklessly in order to try and cut off an escape route? Or do you wait until later, making a slower charge, but opening up a more powerful modifier? Each command is color coded, as are the modifiers, and the modifier has to match the color of the command in order to benefit from the modifier. Except for White...white is like the Wild color, it goes with all Commands.
There is so much this system has to offer.
12 minutes ago, kingbobb said:Games are not just death matches. You play 8 rounds, and every game will have a different combination of Objective and Deployment cards in effect. It's not an endless amount of combinations, as there are I think 4 of each card, but enough variety in the core that, combined with different army builds, it's going to be a long time before any two games play out even close to the same way.
I have yet to play a game where one side has actually been completely annihilated...
On 4/11/2017 at 11:00 AM, banjobenito said:I, however, am not one of your ilk. I fly tiny ships and go 'pew pew' for a living.
How do you make a living playing X-Wing?
1 hour ago, VernonBroche said:How do you make a living playing X-Wing?
Be Paul Heever?
My painting itch has been growing, but i have 0 urge to get my unpainted 40k models out or buy into warmahordes again (i ragequit in the last edition because of local meta being douches). Technically i have Warzone Resurrection to paint but that game is 100% dead around here lol...
I really hope this game kicks off in my area. Im going to refrain from buying more than the core unless i find people to play routinely. Thats kinda my problem with Armada, theres only 2 people to play that actually put an effort to play (and man i dunno if im just naturally better at tactics games or they arent trying cause i never lose....and a tactical genius i am not lol). Sorta wishing i didnt buy into it, even if i enjoy it, because theres just nobody to play...
Edited by Vineheart01I am going to throw this out as to what makes great game: Great players make games great.
If your opponent breaks the "Rule of Weaton" then no matter how good the game you are not going to have fun.
34 minutes ago, Amanal said:I am going to throw this out as to what makes great game: Great players make games great.
If your opponent breaks the "Rule of Weaton" then no matter how good the game you are not going to have fun.
I thought of Big Bang Theory.
I really try not to break that rule. I am just really passionate about a competitive game.
Edited by Lyraeus5 hours ago, Lyraeus said:I really try not to break that rule. I am just really passionate about a competitive game.
Play to win, don't have to win to play. I think we all try and be nice opponents, and I too think we all have our moments of not meeting the standard we want.
I was thinking about this after I posted, do you think that as a game become more complex that players are going to find it harder to live up to that ideal?
2 hours ago, Amanal said:Play to win, don't have to win to play. I think we all try and be nice opponents, and I too think we all have our moments of not meeting the standard we want.
I was thinking about this after I posted, do you think that as a game become more complex that players are going to find it harder to live up to that ideal?
Would players find it harder to 'Play to Win' and not 'Win to Play'
Depends on FFG really and the players. In Armada I learn so much from losing and watching games and especially the losing side that I think in the end it could. Especially down to the mindset.
To keep that standard, that "Command Casual" mindset if you will, you have to figure out what you want from the game.
In Armada I want tactical brilliance that lets me prove myself. In Dropfleet, I want to watch things explode and see chain reactions occur (as long as not too many of my ships are not part of that
), in Runewars... I don't yet know what I want. I think I want a story. Something that speaks to the game.
Watching the Let's a video and hearing about Slurm Mckenzie made me smile and laugh and I want that in all of my games.
So I guess, it will come down to the players. Will they let the new toys own them, or will they own their toys. Hmmmm
5 hours ago, Amanal said:Play to win, don't have to win to play. I think we all try and be nice opponents, and I too think we all have our moments of not meeting the standard we want.
I was thinking about this after I posted, do you think that as a game become more complex that players are going to find it harder to live up to that ideal?
Why would the complexety of a game have something to do with the players mindset? I play 40K and Infinity and Infinty is argauably more complex than 40K but I still just want to have fun game which I and the person I'm playing against can enjoy. And yes of course crushing your enemies, seeing them driven before you and hearing the lamentation of their women is also quite fun I don't have a problem with losing as long as the game was fun and ennoyable.
I will be trying Runewars tonight and right now while I'm excited to try FFG's latest creation, always a cause for celebration, I go into it on the fence in terms of expectations.
For me personally, theme is a vital component of a game. I find it very difficult to play a game, even if I love the mechanics, if I don't love the theme and unfortunately when it comes to the world of ... whatever this is, I find it quite drab and generic. It just doesn't have anything edgy or spicy about it. Its this very bland fantasy world with very little color outside of that slapped on the artwork. So far I haven't liked anything that has come out for this universe including Runebound, Descent and Runewars the board game. All of them landed very flat with me and it was largely due to the fact that they where all games that hinged on the theme and just didn't deliver in my eyes.
The other negative for me is that I hate painting miniatures and given the nature of paint/assemble games like this, there is lots of painting in the future in particular since a big selling point of miniature games like this is presentation. So not only are you looking to paint armies, you also have to think about terrain.
On the plus side it is FFG and its a game design that uses Armada and X-Wing as a source for design, two of my favorites, both of which I heavily collect. This is a huge boon for the game that may just be enough to push me through it. In addition, I never underestimate FFG's ability to both surprise me and get me onboard. A good example is Lord of the Rings the card game, a game I never thought in a million years I would like given I'm not a big fan of collectible card games or cooperative games, yet it has turned out to be one of my absolute favorite games. Not only do I play the crap out of it, but I collect everything and even pimp it out which I almost never do for any game.
There is also the potential for improvement here. With the new Android setting book, FFG has shown that they can really write and there is hope in my eyes that Runewars can be fleshed out and develop into something beyond what it is today. I really hope that they en-devour to do so because theme is such a vital component of table top miniatures games which really are not so distant cousins of role-playing games.
I personally think there is a lot of potential here and I may be sold on the game yet. Of course these early test plays are going to be important. Since it has a weak theme and requires painting, a lot is riding on the mechanics, they are really going to have to wow me to get me onboard. I have a lot of faith in FFG design teams, if there is anyone that can pull this off, it will be them.
Right, I've played a few intro games of Runewars now, on both sides. Here's my review, as an X-Wing lover and part-time Armada Admiral, as promised!
______________________________________
I'm going to break this review down into positives and negatives, to make it easy to read and simple to argue with. . .
+) The game's main mechanics are elegant, simple, nail biting and superbly formative of the experience. It really does play very well, I'm impressed.
+) RMG does the thing that X-wing does well even better: Bluff and hypothesis! The hidden initiative is my single favourite thing about this game. At first I thought it might grow stale as I learn the dials. Now I think the opposite will be true, as perfect information on both sides allows for bluff and confounding expectations, in much the same way as X-wing. Big plus.
+ ) Big columns, flanking cavalry, kick-ass heroes: just what I've been looking for.
+) The upgrades that have already spoiled suggest a very promising and wide vista of design space for the game to expand into. It really feels that FFG have learned a lot from X-wing and Armada. Fingers crossed.
-) The figures. They're good enough, and once painted they look the part. But two things are problematic: the material and the mould lines. The PVC is way flexible, and hates filing/sanding. It also seems like it will represent a very real barrier to figure design and complexity. A real shame in my book, as I like the aesthetic, and miniature design is central to the success of a miniature wargame. Look at Sigmar: distinctly average rules kept buoyant by dazzling miniature - design and execution. Finally, the mould lines are more of a nuisance that I'm used to - they run deep in places, making them hard to erase, and as mentions filing them is a no no.
-) It's shaping up to be an expensive game, which is a real shame considering the other negative I've suggested. UK prices are £25 for a standard expansion - that's $31.4. That's pricey, and it will inhibit my personal capacity to buy into this game. A shame they couldn't have priced it a bit more competitively.
Overall, I'm really impressed with this game, and have bought a core set to try and rope my friends and fellow pilots in with. I'm already busy, painting away, trying to get my Daqs table-ready, and really really hope the game takes off and soars. Consider me sold!
Edited by banjobenito
On 4/11/2017 at 11:54 AM, Budgernaut said:It's not always that simple, because you can also effect a change in something, which is using "effect" as a verb instead of a noun. That's possibly where the common confusion comes from.
Made even more confusing because "affect" can also be a noun. They sound alike and each word can be either a noun or a verb depending on what you are trying to do with it.
Effects affect you but you can effect an affect.
2 hours ago, WWHSD said:Effects affect you but you can effect an affect.
::::Head explodes::::