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orkdork

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Everything posted by orkdork

  1. Looks like all the cards were available as pdfs during beta. Anyone still have those PDFs?
  2. That is where I got the rules manual. Guess I should've put in the extra $18 for the full book! Thx, d!
  3. Hey all, I'm wondering if anyone knows of anywhere online I could find the rules for units whose cards I don't have. I was hoping to peruse them and look into possible proxy matches to my GW figs in order to do some game trials this weekend with friends who don't have crews. The "go grab the arsenal cards at your FLGS" isn't much of an option for me yet this weekend, unfortunately, as my FLGS is 30-90 minutes away, depending on traffic :( If not, we'll play AoS this weekend instead ;) (only half-kidding....) Thanks! -Orkdork
  4. That's exactly what ate a good 20 minutes of my day today :P I need to get some games to say for sure, but so far, I think these rules rock. The unit stat cards are overwhelming at first, but now that I have it down, it's a nice and elegant game with some outstanding core mechanics. Just the way in which objectives are determined and crew construction works as part of the game is absolutely brilliant!
  5. The android AOS app version has unambiguous text for making single attacks. "The following sequence is used to make attacks one at a time:" "1. Hit Roll: Roll a dice..." "2. Wound Roll: Roll a dice..." "3. Save Roll: The opposing player rolls a dice..." "4. Determine Damage: Once all of the attacks made by a unit have been carried out, each successful attack deals a number of wounds equal to the Damage characteristic for the weapon." Single attacks always have just 1 dice rolled for wound rolls. Though the brief paragraph about batching attacks may be ambiguous, it's absurd to think it would be different.
  6. Nice pointer on the app! Now I can waste more time dreaming and scheming :)
  7. Awesome guys! Thanks! Pull my finger is an impressive site! Based on your suggestions and what I have read on pmf, Lilith seems my gal since she apparently has good waldgeist/juju synergy. Hard to pass on chompy though, and I love the pigs and bayou gremlins. Joel actually opened the Mollyfox floodgates when his wife agreed to play. I will see if Nathan joins in :)
  8. I sincerely doubt 9th Age will completely ignore these issues. I actually have high-hopes for those guys, and if we could easily collaborate, that'd be the direction I'd advocate. In the meantime, my brothers and I want to play with better rules. We made a BroHammer version of 40K that we found MUCH more satisfying to play. It was such a successful experiment that we realized we really did want better rules for WFB as well, since it's really our game of choice. In the end, if the Swedes do the work, awesome!
  9. So I have a whopping 3 turns of Mollyfox under my belt, and it convinced me to drop $$ on it :) And of course, I'm already wanting to order my next crewbox :P I got the Zoraida crew + waldgeists based on loving the models, and was stoked to find out that they all work together. Love the aesthetic and can't wait to paint them (my paint idea in my head rocks... we'll see if I can pull it off). I LOVE the mechanic that you make your crew to fit the scenario, and I'm already wanting to scheme about what master I should get next. It's totally jumping the gun, of course, but that's what happens when you can't play but have internet access... So far, my impression is that I have a crew that can do these things: Zoraida - Support/movement-focused master with some fun voodoo-doll tricks Voodoo-doll - I can imagine this gets pretty hilarious with various combos Bad JuJu - tank and beat up minions, but not so much henchmen? Salurids (sp?) - super-fast fish dudes. Seem like objective guys, not fighters? Waldgeists - cover and area-control. Some neat synergy with Obey and Entangle. Tank some things for days. I see Zor with the golems/geists as great for bunkering a spot (creating terrain + Zor's push everyone away and Obey abilities). I see Zor with fish dudes as jumping all over the board with absurd mobility. In either case, nobody is really dealing the damage. Am I right in my assessment that I have great stuff for positional objectives, but lack the ability to really threaten henchmen/masters? If so, what would be a good crew to make my set more flexible for combat-based objectives? Though Zor is dual-faction, I'm generally more interested in Neverborn than Gremlins, despite my love for green :) Thanks! Orkdork
  10. Whoa, 3 months... Thanks for the heads up!
  11. Any have experience with these bases? http://www.litko.net/categories/Bases-%26-Base-Bottoms/
  12. Add these 4 things and I think AoS could be an awesome game: 1. A flanking mechanic 2. A few tactical spells 3. An objectives system. One player recommends the 40K tactical missions 4. A points system. I think this one is well on its way Though I'm working on BroHammer, I haven't written off AoS yet!
  13. This stuff is "fun" so long as it isn't argument-prone. Also, for now, he's shown some neat formations. But I'll bet there are better, far uglier formations out there, at which point you've messed up the aesthetic of the game quite a lot. Here's hoping it plays out well!
  14. Surely not! I just happen to really agree with that Orkdork guy! And I feel a special connection to Nathan the Knight. Hard to put a finger on it...
  15. The idea of scattering to make the shot be off target is neat, but I think it is a bit odd that the angle of error would be smaller for a distant shot. To illustrate the oddity, imagine a point picked 3" out. You could end up with a 180 degree error. Or more reasonably, imagine I pick a spot 6" out and it deviates 6" to the side. I'm now shooting 45 degrees off! Personally, I think cannons simply should not hit non-monstrous/monster characters.
  16. If they can do as good a job with alignment issues, combat issues, charge issues, etc... as they've done with magic, then they'll have something great! Otherwise, I think BroHammer is by far the farthest along toward something truly superior to 8th ;)
  17. @BroG We may have enough of the issues addressed via overkill reduction, AS reroll limitations and allowing the full rank to fight to limit the efficacy of lone cav characters charging out of units. We still need to address diverters. Play one game against my OnG and you'll see why. I can block up most an entire battle line for less than 100 pts. per turn, and you can't shoot my diverters, because they have cover from their units until they zoom out (with 18" movement and fast cav feigned flight) and ruin your fun. Yet another option is that hero characters must stay in units, while lords are free to roam. We need more playtest games for these, though! My house is in transition (exterior painting and interior flooring all at once like a bunch of n00bs), so my playtest setup won't be back online for another week :)
  18. The five dice approach is one I definitely am a fan of, i just haven't convinced myself of it yet :) The miscast table approach is also solid, though I am more of a fan of always losing the spell. I will be curious how they address messy combats and charges. These are the more critical issues, IMO. I also think that model based play needs to be minimized.
  19. Not sure yet! I think the target is "ideal fit for the OFCC". That is the event we really most care about.
  20. At present, skirmisher 'ranks' would be counted toward whether they align, so they'd 'divert' if sufficiently large. Look out sir vs spells would be for template and unit affecting spells. So not stuff like 'eadbutt. "protected" characters would still benefit units. As far as 'too easy to dogpile', I need math shown before I'll believe that is the case. Remember that essentially only two files may attack a character in a unit with 3/5+ RnF.
  21. BTW, we fully expect that if this is adopted by Ordo, the name will probably change :)
  22. At present, there are many builds that can solo units very reliably. This might all be mitigated by our challenge and armor save reroll fixes, so may not be needed.
  23. I've been trying to think through how to limit characters to moving between friendly units. Need to really brainstorm and test this with Nathan, as it's a tricky one for forums! My/our goals are: Allow characters to be mobile with regard to friends Disallow characters from charging out solo at enemy units Disallow characters from being diverters (this is one I use heavily in both of my armies, and I really dislike the effect it has. I'd rather fix my army books so that I don't need to do this crap).
  24. I'm actually not pleased with any of the target values. I'm thinking you should roll # of dice used to cast -3 against the 4+ target. Read this as "with a wound on a 4+, a caster throwing 6 dice has a 17.1% probability of taking at least 3 wounds". wounds: 1+ 2+ 3+ 2 dice 4+ 2.1% 0.7% 3 dice 4+ 6.4% 3.7% 0.9% 4 dice 4+ 12.3% 9.0% 4.1% 5 dice 4+ 18.8% 15.8% 9.8% 6 dice 4+ 25.8% 23.3% 17.1% 2 dice 5+ 1.5% 0.3% 3 dice 5+ 5.2% 1.9% 0.3% 4 dice 5+ 10.5% 5.3% 1.4% 5 dice 5+ 17.1% 10.6% 4.1% 6 dice 5+ 24.2% 17.2% 8.5% 2 dice 6+ 0.8% 0.1% 3 dice 6+ 3.1% 0.5% 0.0% 4 dice 6+ 6.9% 1.7% 0.2% 5 dice 6+ 11.6% 3.8% 0.7% 6 dice 6+ 17.3% 6.9% 1.6% python code (these are not the cumulative probabilities. I accumulated in the print function): def mcast(d, w, trials=100000): wnds = [0.0] * (d + 1) for _ in range(trials): if sum(map(lambda x: int(x / 6),np.random.random_integers(1,6,d))) >= 2: wnds[sum(map(lambda x: int(x / w),np.random.random_integers(1,6,d)))] += 1.0 return map(lambda x: float(x / trials), wnds)
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