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Post by tokala on Jul 9, 2011 3:12:20 GMT 10
Hey all, my roommate and I have been looking at getting into some wargaming, both primarily coming from RPG backgrounds and myself having come from clix-wargaming (if you can call it that). Downloaded the Skulldred rules (2.05) the other day, ran our first few "figure it out" battles yesterday.
I've got a whole heaping of questions, but I can't remember them all today, so I'll post what I can remember.
1) Arc Fire (the only special ability listed under creating characters) says to see the shooting rules for an explanation, but I can't find anywhere the actual rules for arc fire.
2) I swear there was something in there about a unit that is engaged not being able to use shoot, but I can't find that anymore either.
As a side note, we're not currently using magic, and I'm not a huge fan of the magic system as it stands. I haven't been able to put my finger on it, but the spells just seem complicated as well as restricting. We'll likely be making large amounts of house rules, homebrew powers and the like, but I'll try to make any playtest feedback that I give useful and referencing only the rules of the current playtest.
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Post by Dave King on Jul 11, 2011 12:50:30 GMT 10
Hi, welcome on board! As usual, I am absolutely flat out busy this month, so have the usual delay in responding. I have a note to clarify these in the first edition. 1)Arc fire allows you to shoot over obstacles you cannot see over when joining in a volley fire. Bows, rocks, bricks, bombs, grenades all work this way. Guns & lasers only work in a direct line. 2) Its true- engaged units may not shoot. This gives hand to hand models a chance to engage a shooter to protect his friends. Look forward to hearing how your games went!
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Post by tokala on Jul 11, 2011 14:23:05 GMT 10
Learning games have been going... interesting. First thing off the top is Tiny figures feel super strong, and it seems to feel much stronger putting 30-70 gold into each member of the warband if the cap is 200 gold than it does to put 10-45 into each. Those were just initial impressions though. Also the jump ability seems pretty strong, but not in a bad way.
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Post by pfaghe on Jul 12, 2011 1:02:26 GMT 10
About the warband: - use the excel builder is perfect for the playtest edition (2.05), some examples on the book are not correct in points BUT are very good to test the rules in balance - yes you can build very powerful character: just increase ONLY Combat Level and Combat Dice ... but this one is not the game!!! We play in this manner at 200 points: - human sizes (man, dwarf, elves, halflings, etc etc) SIZE 3 - Leader: Combat LVL 4 max - Hero: Combat lvl 3 or 4 max - Good warrior: combat lvl 3 - green, militia, cheper Combat lvl 2 We increase the Combat Dice +1 for Heroes and +2 for Leader (legendary and unique weapon) We increase the armour +1 for warriors with heavy armour or armour + shield, armour +2 only for the Leader (legendary or unique arnour) Is better increase the Combat Dice than te Combat LVL, our opinion. This one because we play usually 1 Leader + 1-2 Hero. We saw that if you have at 200 points 2 models very strong (Combat dice 5 Combat lvl 5) it's too easy break the balance (and not only that... ) We think that, yes you can have a very powerful piece in your warband, (COmbat LVL 5 and more), think to a big monster, but all the other pieces have to be very cheap and poor lvl. The most enjoyable thing for me is deploy a warband with every model different from the others, different Wild Sides, different stat and equip. this one is possible not with all the miniatures range but not so difficult (GW, confrontation miniatures are great for this). Only my opinion here, my friends use to deploy warriors of different levels in small groups of 2-3 each! enjoy the game! Paolo
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