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Post by: Geifer
Cool stuff. Good to see Galactic Civil War stuff already.
While I said that Clone Wars isn't of much interest to me, I think I'll buy Padme and the murder maidens just to paint. They look like a lot of fun.
It's also great to get a preview for Chopper and his sidekicks, even if it looks like they come far down the line.
ScarletRose wrote:I'm really liking that Jabba's palace set with R2 as the drink server.
It seems like they're taking full advantage of all the costumes and settings.
Not all costumes. I feel compelled to say I can't reconcile seeing Leia in her bounty hunter outfit when R2 is already serving drinks. So uncanonical and unimmersive.
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Post by: Apple fox
Ohh no, those are all so good. With legion getting some good releases as well, hopefully see more Star Wars gaming!
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Post by: Scottywan82
I need Din Djarin/Grogu and the Rebels.
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Post by: Gimgamgoo
If the Ghost Crew and the Ewoks come out for Legion, I'll be happy.
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Post by: Aeneades
Ewoks are already confirmed for legion and due our later this year
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Post by: Gimgamgoo
Yeah, I saw those. But all the pics of the (other non ewok models) looked offical, with either cards, logo's etc and the Ewoks didn't. Most of the others are already released or on pre-order too. The ewoks I've not seen mentioned since in orders/pre-orders and the photo's were all unlogo'd making me think someone was having a laugh and just posted some painted etsy ewoks in with the rest.
Or, did I totally miss a release/pre-order?
EDIT: Ah, ignore me, just seen the latest reveal in the other thread pop up while I was writing. Typical.
Cheers!
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Post by: LunarSol
Wow, they definitely came out swinging. The hype for this game went through the roof locally. Who ever thought Sabe would get a figure?
This definitely fills in the gap that was leaving me disappointed in Legion's releases. I love the game but the hero mechanics just don't allow for so many cool characters I want to see released and this game is going straight for it. Inquisitors and the Ghost crew were top of my list of things that just didn't get touched in Legion.
Part of this is my increasing lack of interest in units. It's remarkable how much seeing just like 4 Stormtroopers completes the feel without needing a whole squad.
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Post by: JimmyWolf87
Gimgamgoo wrote:
Yeah, I saw those. But all the pics of the (other non ewok models) looked offical, with either cards, logo's etc and the Ewoks didn't. Most of the others are already released or on pre-order too. The ewoks I've not seen mentioned since in orders/pre-orders and the photo's were all unlogo'd making me think someone was having a laugh and just posted some painted etsy ewoks in with the rest.
Or, did I totally miss a release/pre-order?
EDIT: Ah, ignore me, just seen the latest reveal in the other thread pop up while I was writing. Typical.
Cheers!
Nah, Ewoks have been confirmed by AMG since the last Ministravaganza (8 months ago...) where they showed off some of the artwork and the models have been on show since then.
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Post by: Aeneades
Apparently there was an additional slide which they were made to redact by Disney at the last minute. Apparently that product is being revealed on May 4th instead, not sure if just because they want to announce more on that date or because it has potential spoilers for The Mandalorian or announcements they are making on that day.
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Post by: bbb
Aeneades wrote:Apparently there was an additional slide which they were made to redact by Disney at the last minute. Apparently that product is being revealed on May 4th instead, not sure if just because they want to announce more on that date or because it has potential spoilers for The Mandalorian or announcements they are making on that day.
While waiting till May 4th is less than ideal, I'm just glad we got a Vader reveal before Imperial March was over.
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Post by: Platuan4th
Considering she's the main plot of the Darth Vader series? Me, at the least.
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Post by: Sabotage!
The new mini reveals and the articles I have read had me pretty excited about this, but after watching the demo from AMG this game seems super clunky. With all the determining damage tree, stances, reactions, etc it seems like a standard attack will take 3-4 minutes to resolve once players are familiar with the game. Think I might invest in Legion Special Operations instead.
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Post by: NH Gunsmith
Sabotage! wrote:The new mini reveals and the articles I have read had me pretty excited about this, but after watching the demo from AMG this game seems super clunky. With all the determining damage tree, stances, reactions, etc it seems like a standard attack will take 3-4 minutes to resolve once players are familiar with the game. Think I might invest in Legion Special Operations instead.
I am feeling that way too after watching the demo, not really feeling the mechanics. Will still buy the Iden and Vader boxes though, mainly just because I had told myself I would pick up GCW era Empire of they came out lol.
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Post by: Sabotage!
NH Gunsmith wrote: Sabotage! wrote:The new mini reveals and the articles I have read had me pretty excited about this, but after watching the demo from AMG this game seems super clunky. With all the determining damage tree, stances, reactions, etc it seems like a standard attack will take 3-4 minutes to resolve once players are familiar with the game. Think I might invest in Legion Special Operations instead.
I am feeling that way too after watching the demo, not really feeling the mechanics. Will still buy the Iden and Vader boxes though, mainly just because I had told myself I would pick up GCW era Empire of they came out lol.
I don't really blame you, that Vader box looks awesome and I assume the Inferno Squad one will too! Definitely some nice looking minis to paint up.
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Post by: Aeneades
Grevious and Luminara expansions are up for preorder on the Asmodee website. Expected to be released on 7th July.
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Post by: rybackstun
wow, really? 3-4 minutes to resolve a couple quick actions? That's crazy.
I thought the game was very concise and flowed well when they weren't bumping the terrain.
The most time consuming part to me seems like the mission set-ups and change between Struggles.
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Post by: Sabotage!
rybackstun wrote:wow, really? 3-4 minutes to resolve a couple quick actions? That's crazy.
I thought the game was very concise and flowed well when they weren't bumping the terrain.
The most time consuming part to me seems like the mission set-ups and change between Struggles.
I mean to each their own, but when the Kalani droid took an activation it took about that long and that was only involving a single action that was triggered by its damage tree. People will likely be building their squads to be very synergistic so you could very well have an attack action that triggers that character's special ability, which in turn triggers another character to get a free action, which in turn can trigger multiple reactions - not to mention any reactions to the original character's action. It also seems like it will be incredibly difficult to remove a miniature from the table. Someone on Reddit who played the demo said one of the guys who was running the demos had never seen a main character removed from the board.
Considering the time estimate on the back of the box says 90-120 minutes, and what I have seen of it, I can easily see this being a 2-3 hour skirmish game.
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Post by: LunarSol
I'm pretty hype for the whole thing, but at the moment my plan is to get the day 1 launch stuff and Grevious, which is enough to feel like I've got a complete little game to play around with and decide if it's something I want to invest in further. I have high hopes for it, but that just means I'm willing to test it out at launch.
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Post by: ZebioLizard2
Sabotage! wrote: rybackstun wrote:wow, really? 3-4 minutes to resolve a couple quick actions? That's crazy.
I thought the game was very concise and flowed well when they weren't bumping the terrain.
The most time consuming part to me seems like the mission set-ups and change between Struggles.
I mean to each their own, but when the Kalani droid took an activation it took about that long and that was only involving a single action that was triggered by its damage tree. People will likely be building their squads to be very synergistic so you could very well have an attack action that triggers that character's special ability, which in turn triggers another character to get a free action, which in turn can trigger multiple reactions - not to mention any reactions to the original character's action. It also seems like it will be incredibly difficult to remove a miniature from the table. Someone on Reddit who played the demo said one of the guys who was running the demos had never seen a main character removed from the board.
Considering the time estimate on the back of the box says 90-120 minutes, and what I have seen of it, I can easily see this being a 2-3 hour skirmish game.
That's not too surprising. There's a lot of defensive tech, and Asajj has methods of healing herself through her stance tree just by attacking.
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Post by: Azazelx
Have they shown exactly what terrain is included in the core box yet? It's going to make a big difference as to what I pick up right off the bat...
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Post by: rybackstun
If you look up the Jodo Cast demo video on Youtube, They have a terrain set up of only pieces from a single core set, with the exception that there is one more pillar piece that wasn't used.
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Post by: LunarSol
It looks like its similar to the High Grounds pack, but the latter has a tall building that's not in the core set.
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Post by: rybackstun
Shatterpoint rulebook is up. Link currently only available on Twitter
https://twitter.com/atomicmassgames/status/1646200938267394055
EDIT: Fixed with a link to the new tweet
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Post by: Tabletop_Magpie
Now that's interesting...
"Tweet Deleted by the Tweet author"
edit - it is still on their feed, just weirdly deleted from the thread I was commenting on yesterday.
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Post by: schoon
Hmmm... It shows up for me, but the file isn't reading right...
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Post by: privateer4hire
5 range tools. Wow.
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Post by: Tabletop_Magpie
schoon wrote:Hmmm... It shows up for me, but the file isn't reading right...
The twitter thread I commented on (replied to a mate of mine) has the main AMG tweet deleted, but it's still there on their feed. Odd, but I'll have a read through at lunch, if the file reads OK for me ha ha
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Post by: Irdiumstern
The pdf is working for me.
Attack resolution seems needlessly complex. Attacker and Defender roll their custom dice to determine successes and expertise results, check the expertise against a table to add more results, subtract defender successes from attacker successes, and then the attacker can use those successes to go down their stance tree for various effects and damage. Did I get that right?
To be fair, you'll probably work out what tree segments are optimal pretty quickly, and then hopefully it won't slow down the game too much.
Getting movement or other bonuses for a good attack does sound like fun. Have we seen the stance tree of a ranged unit yet?
I can understand movement tools, but why aren't we just using a tape measure for range? The push/pull rules do reference using the range tools as movement tools, but this could have been avoided.
Looks like we're at a reasonable amount of counters, that's something at least. The conditions also look like fun. They're all debuffs on the next time the unit does a particular thing, and go away after that.
LOS seems a little funky, in that if you're on a terrain piece, and enemy is lower, you ignore any terrain that isn't higher than your character. So if you're on a wall, and an enemy is hiding behind another wall, you can shoot them no problem. They do seem to get cover . . . Hopefully I'm misunderstanding something here.
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Post by: Tabletop_Magpie
I'm sort of getting Guild Ball vibes with the attack tree but from the GB beta cards they used on the Kickstarter, not the refined version on the retail product.
I need a proper look through the rule set though.
Out of curiosity, what diameter the objective tokens?
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Post by: Irdiumstern
It's smaller than the base, maybe ~25mm from looking at the pictures.
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Post by: Slipspace
Irdiumstern wrote:The pdf is working for me.
Attack resolution seems needlessly complex. Attacker and Defender roll their custom dice to determine successes and expertise results, check the expertise against a table to add more results, subtract defender successes from attacker successes, and then the attacker can use those successes to go down their stance tree for various effects and damage. Did I get that right?
To be fair, you'll probably work out what tree segments are optimal pretty quickly, and then hopefully it won't slow down the game too much.
Getting movement or other bonuses for a good attack does sound like fun. Have we seen the stance tree of a ranged unit yet?
I can understand movement tools, but why aren't we just using a tape measure for range? The push/pull rules do reference using the range tools as movement tools, but this could have been avoided.
Looks like we're at a reasonable amount of counters, that's something at least. The conditions also look like fun. They're all debuffs on the next time the unit does a particular thing, and go away after that.
LOS seems a little funky, in that if you're on a terrain piece, and enemy is lower, you ignore any terrain that isn't higher than your character. So if you're on a wall, and an enemy is hiding behind another wall, you can shoot them no problem. They do seem to get cover . . . Hopefully I'm misunderstanding something here.
Yeah, maybe it's the sort of thing that becomes easier as you actually do it, but combat resolution seems really complex. I sort of get what they're going for with fighting styles, but it feels kind of outdated with lots of cross-referencing in multiple locations.
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Post by: LunarSol
I like the trees on the whole. Having some free actions mixed in should lead to some dynamic resolution. There's already some clever mechanics like Ahsoka feeling extra dodgy by downgrading the normally unblockable crits to blockable hits.
I'll be curious how everyone going down on their own activation will feel. You don't really get the satisfaction of removing an enemy, so I'll be curious if it makes combat feel a little anti-climactic. I do like the injury system though and wounded models being able to react and be attacked is an interesting change to the MCP engine.
It feels like its all about the Struggle and that's going to make or break the game for me. It looks fun and interesting. Definitely solid enough to get the game a try and see what I think. Whether it ends up in regular rotation remains to be seen.
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Post by: rybackstun
Technically it's 4 range tools and a tool designed to help push models around under terrain.
~~~
Attack resolution doesn't seem too complicated to me, honestly. It'll take some time to get down quickly, but once you actually get to the point where you know what you are doing, combat should be super easy.
I'm hyped for this game and can't wait to get the starter put together when it drops!
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Post by: privateer4hire
ChatGPT, given the words Star Wars; complicated; intellectual property defenses; and expensive proprietary dice and tokens; construct a rules set for miniature skirmishes.
Go!
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Post by: Tabletop_Magpie
rybackstun wrote:
Attack resolution doesn't seem too complicated to me, honestly. It'll take some time to get down quickly, but once you actually get to the point where you know what you are doing, combat should be super easy.
I'm hyped for this game and can't wait to get the starter put together when it drops!
Agreed on attack resolution. Interesting how damage stacks, though as I used to play a lot of Guild Ball (RIP, Gone Too Soon) I'm a bit surprised you can't 'wrap' if you get more successes than hit boxes. Still, once you have a few games and are comfortable with your squads it'll take no time at all to resolve.
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Post by: Irdiumstern
Tabletop_Magpie wrote: rybackstun wrote: Attack resolution doesn't seem too complicated to me, honestly. It'll take some time to get down quickly, but once you actually get to the point where you know what you are doing, combat should be super easy. I'm hyped for this game and can't wait to get the starter put together when it drops! Agreed on attack resolution. Interesting how damage stacks, though as I used to play a lot of Guild Ball (RIP, Gone Too Soon) I'm a bit surprised you can't 'wrap' if you get more successes than hit boxes. Still, once you have a few games and are comfortable with your squads it'll take no time at all to resolve. Not wrapping is interesting, since it gives a hard limit on how much damage you can do with one character in one attack. It also limits the potential of stacking multiple buffs on a unit, which is probably a good idea. Atm it looks decent. I really like the extra movement from attacking or defending. Main issues for me are gameyness with LOS and multi-character units, and the first wave only having force user primaries. But the shown images earlier in the thread show some non-force users already, so that's covered. Guess I just need a Mando primary and then I'll be set.
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Post by: LunarSol
GB wrapping always felt kind of exploitive. It made short trees soooo much better and really messed with the way buffs worked.
Also important to note that you’re not getting just one option from the tree. It’s more like Arena Rex
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Post by: rybackstun
I think the biggest thing for me will be how wound resolution plays in game. I like the fact that a unit can't just be wiped off the board with no recourse, and you'll survive at least 2 actions with most characters, but it'll be interesting to see if that turns into a zero sum game with characters just blasting each other into oblivion with nothing left on the board after all resolutions.
Can it be release date yet?
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Post by: LunarSol
rybackstun wrote:I think the biggest thing for me will be how wound resolution plays in game. I like the fact that a unit can't just be wiped off the board with no recourse, and you'll survive at least 2 actions with most characters, but it'll be interesting to see if that turns into a zero sum game with characters just blasting each other into oblivion with nothing left on the board after all resolutions.
Can it be release date yet?
So some quick dice math. Since expertise messes with the results a LOT, lets just assume you get exactly the facings. Attack dice seem to be around 7 with 8 sided dice, and defense seem to be 5 with 6 siders, so you're roll looks similar to the actual dice distribution.
Attacks: 0-1 Crit, 2-3 Hits, 1-2 Expertise, 1-2 failures
Defense 1-2 Blocks, 1-2 Expertise, 1-2 failures
Lets say on the low end attack we're talking 3 Hits, 2 Expertise, 2 Failures and jump up to 1 Crit, 3 Hits, 2 Expertise, 1 Failure, vs 1 Block, 2 Expertise, 2 Failures and 2 Block, 2 Expertise, 1 Failure. Obviously things CAN got much higher or lower, but I'm trying to avoid TLDR as much as possible.
Lets take Maul vs 501st. 2 Expertise is 1 Crit and Damage so we're looking at 2 Crit, 3 Hits, and a Damage on the upper end. 501st on the lower are looking at turning 2 Expertise into 1 block, so they block 2 of those hits and Maul gets 3 success total plus a bonus damage. That's enough to one shot the clones on his Dark Rage side, but comes up just shy in his more cunning stance. Feels about right, but I'd have to try it out to see. The inability to attack twice for most characters definitely seems to limit the death toll.
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Post by: rybackstun
LunarSol wrote: rybackstun wrote:I think the biggest thing for me will be how wound resolution plays in game. I like the fact that a unit can't just be wiped off the board with no recourse, and you'll survive at least 2 actions with most characters, but it'll be interesting to see if that turns into a zero sum game with characters just blasting each other into oblivion with nothing left on the board after all resolutions.
Can it be release date yet?
So some quick dice math. Since expertise messes with the results a LOT, lets just assume you get exactly the facings. Attack dice seem to be around 7 with 8 sided dice, and defense seem to be 5 with 6 siders, so you're roll looks similar to the actual dice distribution.
Attacks: 0-1 Crit, 2-3 Hits, 1-2 Expertise, 1-2 failures
Defense 1-2 Blocks, 1-2 Expertise, 1-2 failures
Lets say on the low end attack we're talking 3 Hits, 2 Expertise, 2 Failures and jump up to 1 Crit, 3 Hits, 2 Expertise, 1 Failure, vs 1 Block, 2 Expertise, 2 Failures and 2 Block, 2 Expertise, 1 Failure. Obviously things CAN got much higher or lower, but I'm trying to avoid TLDR as much as possible.
Lets take Maul vs 501st. 2 Expertise is 1 Crit and Damage so we're looking at 2 Crit, 3 Hits, and a Damage on the upper end. 501st on the lower are looking at turning 2 Expertise into 1 block, so they block 2 of those hits and Maul gets 3 success total plus a bonus damage. That's enough to one shot the clones on his Dark Rage side, but comes up just shy in his more cunning stance. Feels about right, but I'd have to try it out to see. The inability to attack twice for most characters definitely seems to limit the death toll.
Right but this is only taking into account a character attacking on their own turn. We know that Kalani has the ability to shoot with B1s, so there will be combos that have multiple attacks coming in a single action.
I'm less concerned with things dying, because like we've seen, most things will stick around for at least two of their own actions, but I can definitely see games ending with 1-2 characters left on the board for each side. This could be mitigated by how swingy the Struggles might be but at this point we don't really know.
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Post by: LunarSol
Well, wounding is an important part of the struggle on its own since it reduces the number of points you need to score to win the struggle and in most cases, helps you score objectives. It looks like a Strike Force is going to have 12-14 wounds on average and the scenarios seem to lean towards scoring 1-3 points per activation. If you've inflicted 4-5 wounds on your opponent it doesn't take much to win the struggle (2-4 points over your opponent).
Also worth noting, the more stuff you wipe off the board, the faster your opponent's Force Points refresh, so there's definitely some incentive to keep on the objectives and close things out first and foremost.
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Post by: LunarSol
Assembly instructions are posted. Looks like quite a few named characters have helmetless options. Also looks like the High Ground terrain set swaps a couple of the smaller buildings from the core set with a single taller one but otherwise doesn't have any unique pieces. The Take Cover set has more unique stuff.
https://www.atomicmassgames.com/shatterpoint
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Post by: Geifer
Oh, that's just great. There's a tooka in the starter box. How am I supposed to resist buying it now?
Oh well, I wanted the terrain anyway.
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Post by: Geifer
I hate the Gideon pack already. Only one Death Trooper.
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Post by: Scottywan82
Oh, damn. those Manodlorian packs and the one with Ahsoka are SUPER tempting.
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Post by: Albertorius
Hm... the Clone Wars and (some of the) Mando sculpts seem to be way better than the Original Trilogy ones, for some reason...
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Post by: NH Gunsmith
The Shatter Point Chewbacca looks a bit rough.
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Post by: Sabotage!
Despite my initial reservations after watching the Adepticon game, I watched some buddies play a game and I actually thought it looked really fun. Have a demo game lined up and picked up the starter set on Amazon when it was 98 USD on some sale.
Probably won’t really get into the game until more of the OT stuff comes out though. I’ll definitely be picking up the Mando and Gideon packs, the Vader and Jabbas palace Heroes pack, Inferno Squad and Han/Chewie. That should give me pretty much all I want unless they release OT bounty hunters, Cassian/K2, or Krennic. Even if I don’t stick with it they will be fun to paint.
Got to say there are a few minis that look awful. That Endow Leia’s face, what happened? It looks like that Jesus fresco that woman massacred.
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Post by: kaiserjez
I bought into Shatterpoint on release and have played a couple of games and it's a cool system but most of those original trilogy miniatures are awful and that was the period I was really looking forward to. Guess I will be sticking to the stuff I already have.
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Post by: LunarSol
All in on pretty much every new release shown. Probably only skip Plo Koon and mostly because I lucked out and got the Ahsoka promo.
Really enjoying the game and really looking forward to the new scenario pack coming in a couple months as much as any of the models.
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Post by: chaos0xomega
My interests in Shatterpoint feel so eclectic, I'm only interested in a subsetof the stuff thats been released and coming out, mostly the baddies but also the occasional hero (Plo's Bro's). The good guys just don't excite me.
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Post by: LunarSol
Luckily I think its a great game to just focus on favorites rather than collect everything. It takes very little to make a playable force and just doesn't take a lot to get your fill.
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Post by: ced1106
Cardhaus Fall "sale" : Various Shatterpoints sets, though dunno about the prices. Probably better to finish off a collection?
https://www.cardhaus.com/fall-sale/?product_line=All&sort=Price%3A+High-Low&limit=48&page=1
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Post by: ced1106
Miniature Market : Deal of the Day : 2/28
Core Set : $90 : Add to cart to see price
Free shipping at $75, iirc
https://www.miniaturemarket.com/dailydeal
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