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Brother Glacius

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Everything posted by Brother Glacius

  1. Did you still need these? I don't have empire feathers, but I do have a bunch of sea guard feathers from the HE spearmen sprue. Not sure if you want them or not, just let me know.
  2. Where to start? State of the game maybe? Play types: Standard Drops: Solo dropping means you are not part of a group. You will play against other solos only. This is a mix of clan and IS on each side. You will have a light lance, a medium-heavy lance, and an assault lance. You play on one of the 6? maps. And you play one of the three scenarios (conquest, assault, or skirmish). Group dropping means you and at least one other up to 12, but not 11, are in a group. You drop only against other groups. Your company may be vs a single 12man, or up against multiple groups that add up to 12. Same as solo, the mix is IS and Clans. However, your makeup is a bit less controlled due to what your groups are bringing. Each group is restricted to 3 of any class size of mech. So you can't have more than 3 lights, or 3 mediums, etc. Community Warfare: This is new, and is map based. You try to conquer or hold planets. You can solo or group drop into this. Matchups may take longer, depending on the planet you go to. Also, the planets that are available are determined by PGI I think. Instead of dropping one mech, you build a full lance of mechs between 160 and 240 tons. You select which mech to start in. If you are destroyed, or damaged to the point where you can't fight, you can eject and bring in another mech which starts at the drop point. Game is over when the mission is completed, or when all attackers are destroyed, or time runs out. This is either attack or defend. I have seen two maps so far. The attacker wins if they can take out the main generator. To do this, they must first breach a gate by jumping it, or by destroying the gen next to it. If the gen is destroyed, the gate opens. Then you have to fight your way through the opponent, and the turrets, to take out several other smaller gens, before being allowed to attack the main one. You will fight either Clan vs IS, or IS vs IS based on the border the planet is on. I am not sure if clan vs clan is in the game, as I am in an IS faction. here is the issue, PGI has done nothing to make the Clan vs IS matchups fair. Each side has the same number of mechs, and the same total tonnage allowed. Therefore, the Clans have a huge advantage every single game. Clan mechs are simply superior. It is possible to win vs Clans as IS, but it is a completely uphill battle the whole time. So if you like losing a lot, then play IS, if you like winning, play Clan. New features: IS quirks - in a move to try to balance the power between Clans and IS, IS mechs now have quirks. So basically, they have advantages that apply to specific aspects of the mech that are not supported by Battletech history. For example, a Dragon 1N has quirks that allow their AC5s to fire faster than normal. Some mechs have longer ranges, shorter cool downs, less heat, etc. Some are defensive in nature...more internal structure points, more armor, greater twist arcs, etc. It does help. However, it also restricts the builds. You need to build to the quirk. ECM is still too powerful in the game. It prevents locks, it hides mechs, and if the ECM is close enough to an enemy mech, than that mech can't lock on targets outside of the ECM either. And instead of reducing how strong ECM is, they just keep adding mechs that can take it. You can counter ECM with your own, you can hit a target with a tag laser which will allow locks to occur as long as you hold the laser on the target, and you can Narc a mech. However, if you don't narc the mech with ECM, then ECM protects against narcs. For example, the Raven has ECM, and the hunchback is under its umbrella. If you narc the hunchback, you won't be able to target it. If you narc the raven, then you can target the raven. LRMs have the potential to be very effective, but that is completely based on the amount of ECM your opponent has. So it is risky to take unless you have people helping you with locks. It is a fun game. I play it almost daily. However, they still have more work to do on it. They need to change Clan rules for Community Warfare so that it matches battletech lore. I don't think you'll see that though. I think they will keep tweaking IS mechs or Clan weapons until they think it is balanced.
  3. Clans are for pussies. PGI needs to fix match ups for IS vs clan. Until they do that, community warfare is a joke.
  4. I live in NE portland and have room for a table in my house. I'm fairly new to 40K for this latest edition. I play a variety of armies though. Drop me a PM and we can see if we can meet up soon.
  5. Well of course you haven't. Since you read what I have posted on the forums, and hear what I say in person. :)
  6. And Torg, I'm serious about giving KoW a try. The game lets you field almost all of the models from the GW range, but play with much simpler rules. Plus, you only remove models when a unit is dead, so it looks good on the field until then. :) If you ever want to give it a try, let me know. I can supply multiple armies.
  7. So Gordi and I threw down some KoW last night. We ran 1500pts and rolled a standard kill mission. Basically, you needed to have more than 300pts than your opponent on the field left. I fielded elves, which consisted of my HE and WE models. Prince on Dragon 2 regiments of spears (20 each) 1 regiment of seaguard (20) 1 small reg of high guard (10 swordmasters) 1 regiment of archers (10) 1 small reg of knights (5) 1 regiment of forest shamblers (think 3 treekin) 1 regiment of sylvan cousins ( 20 dryads) 2 bolt throwers He was running Kingdom of Men (empire) general on horse priest reg of knights (10) reg of knights (10) reg of mounted sergeants (10) reg of spears (20) reg of spears(20) reg of footmen (20) empire foot knights reg of footment with GWs (20) greatswords reg of handgunners (20) cannon mortar He might have had one more foot unit..but I think that was it. we filled up our sides of the table fairly well. There was a mix of hills, forests and ruins on both sides. I won't try to give a blow by blow because I just don't remember everything. What I can say though, is that it was a very fun game. At no time was there any hint of blowout or a feeling that you can't do anything. Hitting never got better than 3+, and wounding never got worse than 5+. The turns went fairly quickly due to KoW's system. When it was my turn, only I rolled dice. My opponent didn't have to do anything but give me stats, and that was restricted to a unit's defense and their nerve value. So when attacking, I rolled based on my unit's attack value and their combat skill (melee or ranged). After those hits were done, I roll damage based on opponent's defense. If damage was done, a nerve test was then taken against them. We went through a full 6 turn game fairly quickly considering the number of units we had and that we hadn't played in quite a while. I think we made a few mistakes, but not horrible ones. In the end, my elves won. Completely due to the fact that my dragon stayed on the table. He did a great job of wiping out most of my army. I only had my dragon, my swordmasters, and one unit of spears left. He had his mortar, his priest, and his sergeants. Several times the game swung based on a good or bad roll. For instance, his handgunners on turn 1 shot my seaguard. He needed 6's to hit and roll 8 hits on 10 dice. He then wounded 7 times and sent the unit running off the field. His mortar hit 4 times during the game, sending many units of mine off as well. On the other hand, my dragon was able to take out both his units of knights (the first in a combo charge with two other units, the second after putting lots of wounds on them through shooting). My bolt throwers didn't hit very well during the game, even with Elite status (allows one reroll). But my archers were great at putting one wound on a unit and then rolling a high nerve test to shake or break them. The best part, was there was no unexpected. There was no super combo of nastiness or doom fort. No stream of powerful spells. It came down to positioning and wound concentration. Both of us sent off units with a lucky roll, or failed to send them off with a poor one. But none of it game breaking, or rather enjoyment breaking. I can't wait for KoW2.
  8. you can also try kings of war. I played a game last night and it was a blast. And I was able to use models from both my high elves and my wood elves.
  9. there is no pleasing you people. That is a gorgeous model. Go ahead and sell your Skaven if you're not happy with that.
  10. just been reading the WE book...not bad at all. I think any of the elven armies right now are pretty good to go with. Lots of flavor and nice options. Just saw Hobbit today, and man, do I wish the WE stag looked like the one in the movie. That was sweet. Wish the dwarfs had access to pikes like the movie too. Or the ram cav! yeah...kind of hard not to want to play fantasy after that movie.
  11. Please head down to the Rogue Trader forum and find a great deal on Space Marines. :)
  12. I'm still playing, although Neverwinter has really sucked me in lately. I'm part of a nice casual Kurita unit. They play fairly regularly. Let me know if you are interested.
  13. JM, I think you got the army part wrong. Everything I have read so far basically says that a Wizard has to roll dice to see how many to cast or dispel. So if you use your army, or are dwarfs, then you get to choose.
  14. So need just a few HE models. Looking for 10 plastic phoenix guard, 2 plastic silver helms, and maybe a new phoenix model. The actual elves are the most important though. Have various to trade or willing to purchase.
  15. Anyone else see that billboard next to the Moda center for Spirit Mountain Casino featuring Dungeons and Dragons? https://www.youtube.com/watch?v=P1c9GyPKscg How do you post a vid?
  16. Well, they did actually make something. You can't really fault them for wanting to get some sort of return. And a $1 a list is not horrible. That means any of the large books will fall under $20 easily. I'm just bummed there are no midwar lists.
  17. you can still come to gamenight at the clubhouse though V.
  18. I'll wait until they add a multiplayer component.
  19. Still waiting for those darn forgefathers
  20. New updates. Several are for the league before rampage, and then a new rampage recap post.
  21. that is [big bad swear word]ed up, get your head checked.
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