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wisetiger7

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About wisetiger7

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    Champion 2013 Warlord

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  1. New to 40k with this group. Only played WFB and Infinity before with Ordo/WoW, so this league will motivate me to build and paint up my 40k forces and meet new people.
  2. Muskrat and I were just talking about how we need to find an escalation league that will motivate us to paint and play more. Question: for the doubles games, do the factions have to be allies or whatever? Or can it just be whatever each player brings?
  3. Sorry, that's a no-go from me. I'll be in Vegas celebrating Aaron's 40th!
  4. @Muskrat and I got a game in and it was pretty fun, his Dark Angels against my Necrons. We drew Meatgrinder (played without the reinforcements because we forgot). Setting up, deployment, and going over the rules took about a little over an hour. The game lasted through 4 turns and took about two hours. All in all, just under 4 hours. The gameplay took a little bit to get used to, but started going smoothly about round 2. It was a lot of looking at datasheet cards (or printed datasheets, as Dark Angels don't have their own cards for deathwing and ravenwing). Damage and morale went super smooth. Necron victory, but only because I was the defender, and defender wins ties each round. Otherwise, we were dead matched point for point. Overall, I like the gameplay, and the scale of battle. The ruleset and gameplay are solid, and in many ways better than 40k. One thing that I did miss was the individuality of different subfactions (other than a handful of command asset cards). The damage phase at the end was amazing, and added a whole new dimension of strategy; having to throw extra shots at units to make sure they died in the subsequent damage phase was key.
  5. Getting in a game of Apocalypse with Muskrat tomorrow morning at GG; my Necrons facing off against his Dark Angels, 144 PL which equates to just a little over 2k points in 40k. Will update you after.
  6. Is there something wrong with just having a GSC detachment and a IG detachment? Brood Brothers don't get Cult rules anyway.
  7. I bought it on release day and read the rules. It actually seems like a well thought out ruleset to me. It has taken the best elements from Kill Team and 40k, streamlined the rules, and balanced the units a little better, so that there aren't as many auto-shelf/auto-field units. In other words, it seems like units that you normally would leave home (because they just suck sooo bad) in a game of 40k you could bring in an apocalypse game and be useful, and in some cases really useful. The alternating activations of detachments seems like a good balance between UgoIgo and alternating units. It would keep both players engaged and speed up the game, especially with the orders being the same for the whole detachment. Combat seems easy and self-explanatory, saving time on the barrels of dice rolled. Damage at the end of the round is probably my favorite part. Models that might otherwise be a liability in 40k have at least one turn to be useful in apoc, and make it so you don't feel bad for bringing it because (for the most part) it won't get wiped from the board before you get a chance to use it. While I understand Alpha-Strike was a big part of 7th edition (still prevalent in 8th, though diminished somewhat), and that it is a common strategy (especially in the competitive realm of the game), it can be disheartening to have half your army wiped out by a first turn opponent before you even get to use the models you brought. I've been on both sides of alpha strike, and it isn't fun for either player (of course YMMV). The image of armies launching salvos and barrages of fire at each other across the battlefield is better visualized with the apocalypse ruleset. I also see that the strategy of the game changes apoc. Instead of positioning your entire army, it becomes more of a back and forth chess game of which detachment moves first, which ones you want to set up to counter strike if the opponent moves a certain detachment, etc. I've also observed in the ruleset that while it still allows for soup (especially at the scale of the game), it also encourages monofaction lists to some degree better than 40k. And the building rules are soooo much clearer and simpler. The cards seem to be more for adding flavor of the army in contrast to the simplification of the units in the ruleset. While some cards may be more powerful than others, they're still one use, and again, damage doesn't happen until the end. I've read several opinions that assume GW might be using Apocalypse as a testing ground for 9th edition (or an 8th errata). That might mean that this is the direction in which GW will take the game. Either way, there seem to be vastly more positive opinions of the game than negative.
  8. Any feedback on Apocalypse? I've read quite a bit on dakka and various batreps, and for the most part people seem to shine a favorable light on the ruleset and the gameplay. I haven't gotten a game in yet, but was wondering what your experience has been. Thanks.
  9. Will there be enough room for reserve players? I’m officially a go.
  10. Anyone going to give Runewars Miniatures a try? Looks interesting. The rules are fairly simple, especially if you're already used to FFG's other games (SW:X-Wing and SW:Armada). I've been itching for something different, fantasy-wise, with rank-and-file units. 9th Age and KoW just isn't doing it for me these days. But I like the idea of the movement trays, established unit sizes (like KoW), unit upgrades (like X-Wing/Armada), and simple movement schemes and use of command dials (also like X-Wing/Armada). I didn't even consider Runewars until news of Latari Elves dropped. And the aesthetics are interesting. Very Warcraft III. I don't know if I like them just yet, but the elves are loads better than anything GW has put out. They actually look like elves, rather than halflings with pointed ears and tall helmets. I'm still on the fence, but I might pick up the elf box when it drops Q3 just to try it out. I'd like to see larger point value games and see how impressive large armies look on the table.
  11. Is it possible to get 6 players together for a Star Wars: Armada - Corellian Conflict campaign?
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