Author Topic: New Warzone (merged thread)  (Read 339036 times)

Offline Cirith

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Re: New Warzone (merged thread)
« Reply #420 on: February 26, 2013, 04:24:53 AM »
Meh, I was never married to the number of actions, just that there was an action point mechanic.  Sounds like most of the same gripes the Excelsior weathered when they reduced the standard amount of actions in Chronopia, and I think it turned out fairly well.

I always loved 3 actions in Warzone and 2 actions in Chronopia as standard. With Warzone I feel that 3 actions allow you to use cover better. Jumping out from behind a wall, shooting then getting back behind the wall... The 'no 2 same actions in a row' would solve the main problem that 3 actions poses as well (Heavy Weapons). So it seems they have solved the problem twice, but I should read the beta rules before posting more.
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Offline brynolf

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Re: New Warzone (merged thread)
« Reply #421 on: February 26, 2013, 07:10:26 AM »
The "step out of cover -> shoot -> step into cover" was the downside of the old 3 action mechanic for me. It might work in Necromunda or similar really small-scale games, but in bigger battles it just felt unecessarily detail-ish. I really like the minimalistic direction Prodos is taking the rules. The cards add variation and randomness. Looking good so far!

Offline semai99

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Re: New Warzone (merged thread)
« Reply #422 on: February 26, 2013, 09:54:14 AM »
Nope.  :)

But they do have these.




Bauhaus piccies coming tomorrow.

Keep in mind, this is all done in real time. As they have hit target, they show you whatever they can as soon as it's a)done and b) okayed by Paradox to show to the public. :)

That picture looks more like a Destroyer than necromutant?
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Offline micmellon

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Re: New Warzone (merged thread)
« Reply #423 on: February 26, 2013, 11:24:08 AM »
The Punk face!
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Offline Grinder

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Re: New Warzone (merged thread)
« Reply #424 on: February 26, 2013, 12:49:15 PM »
New Hussar renders


Offline dmcgee1

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Re: New Warzone (merged thread)
« Reply #425 on: February 26, 2013, 03:34:24 PM »
New Hussar renders

Cool fig.  I like the uniform, the armor, but not-so-much on the shoe laces.  With all the other joinings as clips and fasteners, why the archaic laces.
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

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Offline semai99

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Re: New Warzone (merged thread)
« Reply #426 on: February 26, 2013, 06:02:34 PM »
The new Hussars looking really nice obviously they will look better once they get posed as the Everasseur did  ;D
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Offline brynolf

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Re: New Warzone (merged thread)
« Reply #427 on: February 27, 2013, 05:22:07 AM »
Yeah, some cool poses and they'll look awesome

Offline joshuaslater

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Re: New Warzone (merged thread)
« Reply #428 on: February 27, 2013, 07:45:08 AM »
Has anyone kicked the tires on the beta rules? 
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Offline brynolf

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Re: New Warzone (merged thread)
« Reply #429 on: February 27, 2013, 08:40:30 AM »
I have played it against myself a couple of times. It works well enough, I'd say. A lot less clutter than the previous rulesets. That said, it's not really "fresh" and revolutionary, just a pretty solid game.

Offline micmellon

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Re: New Warzone (merged thread)
« Reply #430 on: February 27, 2013, 11:20:19 AM »
The new Hussars look great.

A few cool poses would be nice!
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Offline Joe Kool

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Re: New Warzone (merged thread)
« Reply #431 on: February 27, 2013, 11:26:08 AM »
Here is the post I made on Facebook after testing things out. I am sure the questions will be answered there soon enough.

So I got in a total of 4 games last night and I will begrudgingly say that the cards are definitely growing on me! :P Not a total convert yet, but well on my way. Some advice for those that have not played a game yet; take at least 10-15 resource cards in your deck. It really helps get the combos out!

Some of the combos already available in this limited deck are great and it should get even more diverse as we see more army specific cards show up.

The only thing I feel needs a bit of spicing up is the Aim action, because I have been finding it more advantageous in a turn I don’t need to maneuver to shoot then hide for the bonus to cover. I think the lesser opportunity to hit is outweighed by the better defensive save IMHO.

I have a few general questions.

1 Will we be seeing some army specific units and cards before the end of the beta? I’d love to be able to build a small list myself that is not generic.


2 Will there be purchasable gear upgrades for squads more than just a heavy or special type weapon? Things like grenades, medics and the like, so everything isn’t dependant on a “gear” card.


3 Why limit Monsters to only one in a list like heroes? I can see the hero limit (not a complete fan of it, but understand), but don’t get the total clampdown on Monsters surely 2 would not ruin the game. I love Razides if you must know and only being able to take one makes me a sad panda.
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Offline Durandal

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Re: New Warzone (merged thread)
« Reply #432 on: February 27, 2013, 12:52:53 PM »
Here is the post I made on Facebook after testing things out. I am sure the questions will be answered there soon enough.

So I got in a total of 4 games last night and I will begrudgingly say that the cards are definitely growing on me! :P Not a total convert yet, but well on my way. Some advice for those that have not played a game yet; take at least 10-15 resource cards in your deck. It really helps get the combos out!

My Magic the Gathering experience is half-way to wanting me to take 24 in the deck, but starting with 3 (possibly more in the next iteration of the beta since characters will determine the starting resource pool) changes that calculus a bit.  15 sounds about ideal (basically, an extra resource every four draws, almost guaranteed to have one in the opening hand).

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Some of the combos already available in this limited deck are great and it should get even more diverse as we see more army specific cards show up.

I'm especially liking specialty ammo being in there.  It gives it the feeling of being a limited commodity without making it a guaranteed squad upgrade (and thus something you can always tailor in to a list).

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The only thing I feel needs a bit of spicing up is the Aim action, because I have been finding it more advantageous in a turn I don’t need to maneuver to shoot then hide for the bonus to cover. I think the lesser opportunity to hit is outweighed by the better defensive save IMHO.

I think it would largely depend on the squad's current position.  Holding in heavy cover?  Hide makes no difference in this case and aim is always the better option.  That said, the next beta iteration will bring things like Rapid Fire which may re-marginalize aim again (so far it gives a +1 to ROF, is an advanced action and gives all shots a -2 RS; though this still makes it a better choice for ROF1 weapons than aim).  Either giving Rapid Fire a downside or bumping aim up should help this.  Though going back to 1st Edition's +4 RS and +4 damage may be a bit too much, but going to +2 RS and +2 damage will still likely put it behind Rapid Fire.

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I have a few general questions.

1 Will we be seeing some army specific units and cards before the end of the beta? I’d love to be able to build a small list myself that is not generic.

Next beta will apparently be previewing some unique faction cards (possibly even stats as well).  One of the examples they gave for Dark Legion was Dark Symmetry Pulse which disabled gear cards for a turn.  Sounded really interesting.

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2 Will there be purchasable gear upgrades for squads more than just a heavy or special type weapon? Things like grenades, medics and the like, so everything isn’t dependant on a “gear” card.

Sounds like this will be faction-dependent but some armies/units will have non-standard upgrade options to reflect the flavour of the faction (one example is that Brotherhood will have Art users built in to their squads).

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3 Why limit Monsters to only one in a list like heroes? I can see the hero limit (not a complete fan of it, but understand), but don’t get the total clampdown on Monsters surely 2 would not ruin the game. I love Razides if you must know and only being able to take one makes me a sad panda.

I have a feeling that may just be something to balance the beta rules.  Without elite infantry in the mix or more weapon specialist options I could see monsters and heroes overpowering the beta.  The full comp rules allow 1-4 troops, 0-3 heavy troops/monsters/walkers, a hero and a super-heavy (likely things like Bio-giants or Gigameks).

Offline Joe Kool

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Re: New Warzone (merged thread)
« Reply #433 on: February 27, 2013, 01:00:29 PM »
Yeah I got the Monster confused with super heavies. It happens and am glad I was wrong! The only problem now it that my Razides are in the same slot as my Praetorian Stalkers, tough choices must be made!
« Last Edit: February 27, 2013, 01:02:11 PM by Joe Kool »
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Offline Durandal

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Re: New Warzone (merged thread)
« Reply #434 on: February 27, 2013, 02:09:09 PM »
If an army comp system forces tough choices then it is probably doing its job.  On the plus side, I have more Vulcans than I will likely ever need!  :P