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DuskSeer

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Everything posted by DuskSeer

  1. I for whatever reason I work Friday this week so I don't have the evening unfortunately. Although I am free during the day.
  2. I thought we were postponing the game to a later date because of Starwars, but I'm down to meet and have a session. I just need a few more hours of sleep before then.
  3. Work just informed me of a meeting today at 6pm I won't be able to make it to the session. Sorry guys.
  4. I work New Years Eve but aside from that I can meet on the holidays or any day around them as long as I have enough time to get the day off or start on or after 11pm.
  5. I need to get myself a new set of DM death dice so I'll most certainly have 1 that I can get to you and another once I drop some cash on a nice bag to replace my plastic sandwich bags.
  6. Sounds great! I'll be there between 5:30 and 6. Thanks Sherbert.
  7. I've never played Warlands but If you're down to show me the ropes I'd be down to give it a shot. Otherwise I have a 150. 200. and 250 point team of Nomads for infinity waiting for some action.
  8. I accidentally slept through class and I'm 3 hours ahead on my sleep today so I'll be there tonight. I'll bring my 150, and 200 point teams of nomads.
  9. I have just received my Midterm date and it's this Thursday evening. I may be a bit late to this week's session. Sorry.
  10. So work just called me and informed me that I have a meeting this evening until 19:00 I still hope to make it to game tonight I'll just be a bit late. Feel free to start without me and I'll just be my crazy psionic as normal when I show up. Sorry about the short notice. I will be stopping for energy drinks to get me through the remainder of my 32 hour day so expect me there sometime around 19:30.
  11. I'm back and finally able to show again. I'll bring my 150, and 200 point team for Infinity and would be down to try an objective game. Otherwise I'm free to play anything else that's around.
  12. So I will be Dark Tower at 18:00 or shortly after. Sorry for the short notice to those who are expecting a game. I found I need an extended nap now that I'm done with classes for the day.
  13. I believe I have a shootout with Lief in infinity other than that I'm free for whatever.
  14. On the note of Leader Skills we should try various changes to Tactician to fine tune how it works mechanically and thematically. I do think Tactician is a powerful skill but the leader is basically taken out of the fight if Tactician is being used. Inspiration really came up to one less on the die roll to make an activation and the leader could still take actions so I don't think Tactician needs a significant change but maybe some tweaking as we see it play out. It's all about how different skills alter play styles. A leader with tactician might not do much but his band will steal the show and the player will most likely be found using his normal band members to get jobs done even though they have lesser stats. Inspiration will allow everyone in the band to act more provided they stick together and maintain that 8in radius of the leader and the leader still gets to act meaning the player will most likely try to move his band as a tight group to get the most out of it. We have yet to see other leader skills so maybe test everything as is and then talk about it after so we know how the leader skills relate to play styles. We could quickly make this work by pairing a resurrected Lief's band and my band and just change out the leader skills to see if play style is different. Set up would be quick and we should be able to test a few leader skills at a time. We could also video record, photo record, or just take good notes and observe the differences between how we play with various skills and how the skills seem to make a difference on the board.
  15. Now that I have had time to sleep and reflect on the game here's what has stuck with me: The game felt quick. A player's turn could end before it even began by blowing a willpower check or just have a few models move before that willpower check gets blown. Even if the player had the chance to activate every model every action is performed very quickly. Combat is often resolved by a roll off between the two players end of story and stuff tends to always happen. Speaking of combat the being on the receiving end of the murder machine felt like I was up against a terrifying opponent that quickly became a priority to bring down. Band creation was pretty quick and surprisingly satisfying with all of the random generation. I was always excited to see a really good band member come from the random generation but no band member seemed mediocre although some combinations were hilarious (Sharpshooter equipped with a pocketknife and an axe head). The most rewarding part of the band creation is when the band is assembled and gear gets distributed to make your ragtag group of idiots become an efficient ragtag group of idiots. The scenario we played was based on searching trapped caches of stuff so that I could take said stuff and use said stuff to be awesome. After quickly watching my lone scavenger die from a trap I turned my attention for gear somewhere else. The cold dead hands of my enemies. This didn't help me win the scenario at all as I ended with a single VP from the one piece of gear I got from a cache and ended up forfeiting my dead scavenger's backpack to the wastes and all the gear it could have carried. I was more focused on not having my band die from a crazy armored lady with a chainsaw. Honestly not having felt an upkeep phase and seeing the abundance of supplies that random generation can bring into the band and how many supplies I had to leave behind just to allow the band to carry all their stuff the caches didn't feel necessary to my band's success in the grand scheme of surviving in the wastes. This most likely will change once I feel the hurt of the upkeep phase and I'm honestly hoping for it to make me feel pain for focusing on killing the other band instead of gathering supplies. Also I will note that trying to kill the other band didn't go very well for me in the first place. My take on the tactics are basically make a general plan with how to go about the battle and then improvise it from there. With the willpower system to generate actions there is always a chance that half your band or more might decide to stop twiddle their thumbs and drink a beer instead of deal with the task at hand. This doesn't feel like an irritation though it was actually really fun to plan for when my guy decides he doesn't want to do anything and my turn randomly ends. It also can just get downright funny when both players can't seem to generate actions. With the chance of failure to activate it makes planning turns ahead slightly difficult but there is the great feeling of something coming down to the activation roll and watching you generate the actions you needed to make your plan work. On just a quick note this game seems to be mostly based on risk vs reward. Activating on 1 Die is safe as it won't end your turn but 3 Dice is quite likely to end your turn but your decked out killing machine might get 3 actions to run halfway across the map and cap some pesky buffoon. Same goes for shooting back at a model instead of dodging or searching caches. There's always the chance things could go horribly wrong. There's also the chance that things could go horribly right. I'll have more to say about skills and such once I see more in use as I only really used Tactician (1) from my leader. Speaking of Tactician though it was a powerful skill and I'm glad that only the leader can carry that skill. It was a way to reduce the risk of my other models trying to act at the cost of my leader sitting around twiddling his thumbs. It might take another game or two to see if it is a significantly more powerful skill than other skills out there or if it balances out with all of the others down the road. As I said I'll have more to say when I have more experience. In regard to rules or things that currently aren't covered in the rules, there are currently no rules for dropping down from high places so technically there is no fall damage as of yet. If fall damage is implemented I would be willing to scapegoat a few of my excess warriors as daredevils and cliff jumpers. Also rules for carrying a dead body off the field to loot later would be nice just because I decided to do that. When I did pick up the dead body we just treated it as carrying a shopping cart and my dude would move at half speed and he would get all of the models stuff when he took the time to loot the poor guy when he wasn't being shot at. That's all for now and I can't wait to play another game. It was super fun and I'm really excited for the first upkeep phase I get to feel. Thanks Miles for letting me try the game and I hope it continues to go as well as it has been.
  16. I'd be down to playtest your game man. I'm also down for a game of Infinity or an attempt at Warlands if anyone is looking for a game.
  17. Alright sounds good! I wish you luck and when you need play testers feel free to hit me up.
  18. Cool. I've never played 5th ed but I'd be down to try it.
  19. If there's room I'd be down to join and even if not I'd be fine with treating myself to a bit of paintball with you all.
  20. I'm down if I can make it work with my new schedule. Classes are starting and work is altering my schedule for some reason. What edition are you thinking of playing?
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