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New Warhammer 40K game from FFG
14 May 2015 11:31 - 14 May 2015 11:32 #202414 by Sevej
Not sure. I thought it was one way affair? I'm imagining something like a ground map with areas, then a border with spaces corresponding to which ground map ships on that border spaces can send drop ships to or do orbital bombardments on. Ship can battle ships, and you have to establish orbital superiority before conducting complex operations in orbit.
Replied by Sevej on topic New Warhammer 40K game from FFG
Columbob wrote:
Sevej wrote:
I wish there were a 40k DoaM on a single planet, but with map of the planet's orbit. Moving your ships to bombard a certain part of the planet, transporting units, etc.
Isn't that kinda what Horus Heresy does though?
Not sure. I thought it was one way affair? I'm imagining something like a ground map with areas, then a border with spaces corresponding to which ground map ships on that border spaces can send drop ships to or do orbital bombardments on. Ship can battle ships, and you have to establish orbital superiority before conducting complex operations in orbit.
Last edit: 14 May 2015 11:32 by Sevej.
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14 May 2015 15:42 #202441 by SebastianBludd
Replied by SebastianBludd on topic New Warhammer 40K game from FFG
I like how the combat includes some deck-building elements but the cards are there to manipulate your dice rather than it being completely deterministic.
And the map's aesthetics are growing on me; it reminds me of the map from Time Bandits.
And the map's aesthetics are growing on me; it reminds me of the map from Time Bandits.
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23 May 2015 15:34 #202867 by Jackwraith
Replied by Jackwraith on topic New Warhammer 40K game from FFG
So, after reading the Guardian review, a couple others, watching Vasel's video, and seeind FFG's latest update on the combat system , I'm to the point where I think this is a buy; likely an online retailer buy, but still a buy. The combination of the random selection of (upgradeable) combat cards plus the (upgradeable) units plus the dice, the event cards (that move warp storms and the Starcraft order system means that each play will likely be radically different and players will have to be really flexible and adaptable to keep up with each turn. Combine that with each faction playing significantly differently and that's ideal for me. I'm not worried about the downtime for players not in combat. The system isn't that complex (it ain't no Siege of Jerusalem) and if the other players still have orders to be resolved in that system, finding out who wins a fight may be key to their plans. Gotta sell more stuff...
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25 May 2015 21:26 #202927 by Sevej
Replied by Sevej on topic New Warhammer 40K game from FFG
Just saw last half of the Dice Tower live playthrough. I'm going to compare it with Runewars.
First, units. There's less unit on the board. Planets support fewer units. They are hard to produce, sometimes hard to kill. Fewer units to move around, fewer units in battle, and consequently fewer units death. Combat is very interesting, although it can drag, even with 4 or 5 units. I think this makes it better with fewer players. Fewer players would also make the order placement less chaotic.
Objective is the most interesting thing though. It's very simple. You just need to sit on your objective by the end of the round to claim it, and then nothing can take it, unlike RW that you need to transport and defend your rune tokens. In a way this is similar to Nexus Ops, but even more simple because you only have one type objective. The objective is placed when you build the map. I think in this one each player place 3 map pieces, and 2 of the other player's objective token.
First, units. There's less unit on the board. Planets support fewer units. They are hard to produce, sometimes hard to kill. Fewer units to move around, fewer units in battle, and consequently fewer units death. Combat is very interesting, although it can drag, even with 4 or 5 units. I think this makes it better with fewer players. Fewer players would also make the order placement less chaotic.
Objective is the most interesting thing though. It's very simple. You just need to sit on your objective by the end of the round to claim it, and then nothing can take it, unlike RW that you need to transport and defend your rune tokens. In a way this is similar to Nexus Ops, but even more simple because you only have one type objective. The objective is placed when you build the map. I think in this one each player place 3 map pieces, and 2 of the other player's objective token.
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