They're apparently selling alpha/playtest kits for this, first to Steamcon goers and people who signed up for early access, then any remaining stock + 100 extra sets will be for sale on their website
and as to why it's billed as a legacy minis game, I have no idea?
I was under the impression this was going to be a board game. Can't check the link as I'm stuck on a work computer.
Metal minis in board games is something that rubs me the wrong way sadly. On the other hand we've had fun with Dark Souls, so we might still check this out.
Is the game going to be metal though? I was under the impression that only this play test thing was metal and that the real game would not be. I assumed it would be plastic like the guildball stuff that's been coming out recently.
Considering that Guild Ball has moved almost entirely away from metal and into PVC, it's a safe bet that this game will end up being PVC plastic on release.
Big problem here is that there's no indication of how this plays. Well almost none. It's obviously hex based, multiple models per hex, and they mention co-op, so something like Descent/Myth/Kingdom Death etc. With legacy mechanics where you put stickers on cards and rules.
The Steamforged team are coming down to BonesCon (shameless plug, its my con ) in mid Feb, and will running walk up demos all weekend long, so there should be some show reports and more detail floating around soon.
Going to be interesting to see how they handle the legacy aspects in a "wargame". This could be an interesting new direction to take.
Vetrucio / JonWebb / etc - Several of you have mentioned "legacy mechanics" or "legacy aspects". Can you explain what this is roughly? I've never heard the term...
I am very interested to see a playthrough video when one becomes available. I'm open to a game like this (low model count, so low investment, after all!) but hope it's more streamlined than Guild Ball, which can get pretty bogged down in minutiae (at least, in the games I've seen).
RiTides wrote: Vetrucio / JonWebb / etc - Several of you have mentioned "legacy mechanics" or "legacy aspects". Can you explain what this is roughly? I've never heard the term...
I am very interested to see a playthrough video when one becomes available. I'm open to a game like this (low model count, so low investment, after all!) but hope it's more streamlined than Guild Ball, which can get pretty bogged down in minutiae (at least, in the games I've seen).
Pandemic:Legacy and Risk:Legacy are probably the biggest examples I can give to help.
Both involve your games having an impact on future games, eg cards are altered/destroyed, areas of the map become altered/irradiated and your game essentially becomes unique to your play group.
It will be interesting to see how this translates to a Wargame, and the implication that has on tournaments etc, but for a local group, it could be really interesting. Obviously I have no idea what SF are planning, but I would imagine characters and units may change as the game evolves, and this may be done on a global scale... its dangerous from a balance POV (think of all the GW campaigns that are essentially decided because everyone plays Marines) but I have every faith in the guys over at SF to pull something interesting out of the bag. This grabs me more than GB... I'm not a sports guy at all.
It’s less Legacy and more Campaign, as you get to level up your characters to add more skills and such to them. They talked about sticker packs to alter your cards. Personally I wish it was more of a simple pick up and play game, but there was talk about when you do that your opponent has their leveled characters and you have yours, and maybe some kind of handicapping mechanic if someone’s more leveled than their opponent.
Otherwise the game plays as a kind of king of the hill or take and hold type scenario. You mark a zone of hexes as the objective area, and only the champions can enter it, their minions are vaporized if they try. Depending on the scenario that zone can also expand.
Also yes, actual retail release is supposed to be plastic. The metal is only for the alpha testing backers.
AduroT wrote: It’s less Legacy and more Campaign, as you get to level up your characters to add more skills and such to them. They talked about sticker packs to alter your cards. Personally I wish it was more of a simple pick up and play game, but there was talk about when you do that your opponent has their leveled characters and you have yours, and maybe some kind of handicapping mechanic if someone’s more leveled than their opponent.
Otherwise the game plays as a kind of king of the hill or take and hold type scenario. You mark a zone of hexes as the objective area, and only the champions can enter it, their minions are vaporized if they try. Depending on the scenario that zone can also expand.
Also yes, actual retail release is supposed to be plastic. The metal is only for the alpha testing backers.
That seems more graspable from a minis perspective. Essentially building the campaign into the core game rather than be a separate thing.
Shame its going to be PVC, but the GB stuff I have seen is decent enough for the medium, I've just sworn off it outside of board games these days.
Their plastics aren’t as nice as their metals or GW plastics, but they are still quite nice, and at least with Guild Ball hit a good price point. Better than your Bones or Finecast or PP’s pvc plastics. My two complaints are on mold lines of pvc being a pain to remove even if there’s less of them, and thin bits like weapons and such are annoyingly flexible and prone to warping.
LunarSol wrote: My only issue with their plastics has been the rather static posing compared to their metal line thus far.
People keep saying that, but their metals tended to be pretty static most of the time as well, it’s got nothing to do with the material. The ones that weren’t were often complained about being much harder to attach to their base.
LunarSol wrote: My only issue with their plastics has been the rather static posing compared to their metal line thus far.
People keep saying that, but their metals tended to be pretty static most of the time as well, it’s got nothing to do with the material. The ones that weren’t were often complained about being much harder to attach to their base.
Season 2 got a lot more standing around, but the season 1 stuff is all pretty dynamic. Among the models I started with, Flint, Harmony, Honour, Mallet, Boiler, Shank, Boar, Katalyst, Midas, Vitriol, Mecury, Minx, Snakeskin, etc are all models that gave the game a sense of motion on the table. There were always one or two standing around guys, but it just feels like there's way more band poses going on now. Sledge is probably the model that really gets me, as he aggressively defends the 2nd dimension with his giant two handed hammer to his chest.
I do think they're getting better. The second Blacksmith box is way more dynamic than the first or either farmer box. Fish seem like a huge missed opportunity, but the Butcher resculpt seems okay, though Fillet, Boiler, and Shank (wth happened with Shank?) are all pretty considerable downgrades in my opinion. Meathook is an improvement though and Tenderizer is a model who makes sense with a more static pose that looks well done.
A new champion was revealed, in PVC (the material for the kickstarter). Apparently this is a free add-on for backers during the first 24 hours of the campaign:
Also, I guess the title should probably change. From what I've been following of the game, it resembles a tabletop MOBA more than anything else now.
These are likely the four champions that will come in the kickstarter. Don't forget the Troll in the above post will be a free inclusion for backers in the first 24 hours.
Also, the reveal of the retail version of Raeth’Marid:
I like the direction alright. Not models that I feel like I absolutely need to own though, so its feeling like something I want to wait and see how it turns out.
That's expected by now, I'd think. I'm more interested by the 16 day limit. Maybe it's to keep the funding and pledges from getting too out of control?
That's expected by now, I'd think. I'm more interested by the 16 day limit. Maybe it's to keep the funding and pledges from getting too out of control?
Might be true, they are 20k over the funded amount and it hasn't been 30 minutes yet.
Big fan of Steamforged after Guild Ball (off to Steamcon UK this year!), so backed and will see where it goes. Always good to see something fund quickly.
I guess I'll wait for retail or eBay. If I can buy Titus and his crew as an add on, I'd be happy to piggyback on someone's pledge and split the shipping.
I've gone back and forth on this - I love the concept, but there is so much still to be developed, and other than the starter set the champions are quite expensive. Anyone else have thoughts?
Looks like they didn't anticipate the speed of funding. The stretch goal list goes to 227k (locked) but the current funding is at 313k. Someone must be feverishly typing up an update.
Also I'm glad that a few of the SGs are free teams and items for the base pledge. Like this one:
So yeah, I haven't watched the video or read into it. Anyhoo.. how is the gameplay? Is it kinda like Shadespire where you just have a set warband of 3-4 guys (hero + a few minions) that are always the same? Or can you make your own characters and stuff too?
Steamforged is too small a company to run Kickstarters of that size. The Dark Souls project is still ongoing, still has terrible communication and wave 2 isn't even delivered. The rules are quite boring, too.
Miniatures look kinda sweet, but it's PVC, so - eh.
Again comparing it to Dark Souls miniatures, which are average.
Steamforged is too small a company to run Kickstarters of that size. The Dark Souls project is still ongoing, still has terrible communication and wave 2 isn't even delivered. The rules are quite boring, too.
Miniatures look kinda sweet, but it's PVC, so - eh.
Again comparing it to Dark Souls miniatures, which are average.
Guess I dodged a bullet with DS. Isn't wave 2 a year late at this point? I remember about a year ago when they delayed it until the end of the year.
Steamforged is too small a company to run Kickstarters of that size. The Dark Souls project is still ongoing, still has terrible communication and wave 2 isn't even delivered. The rules are quite boring, too.
Miniatures look kinda sweet, but it's PVC, so - eh.
Again comparing it to Dark Souls miniatures, which are average.
Guess I dodged a bullet with DS. Isn't wave 2 a year late at this point? I remember about a year ago when they delayed it until the end of the year.
Yes. There weren't supposed to be waves, but the original delivery date for everything was April 2017.
Core game shipped a few months late last summer.
Necros wrote: So yeah, I haven't watched the video or read into it. Anyhoo.. how is the gameplay? Is it kinda like Shadespire where you just have a set warband of 3-4 guys (hero + a few minions) that are always the same? Or can you make your own characters and stuff too?
Champion and Followers are a set (I believe I read that some champions can have a different set of followers, not sure though). The suggested game size is 3 sets of champions/followers per side. You can mix and match these sets however you like. From the rulebook, the game flows like this
"In the Strategy phase, an entire warband acts together, the First Player’s warband followed by the Second Player’s
warband. In the Tactics phase, each Champion and Follower unit activates individually, and activations alternate between
players. Models do not activate during the End phase."
I backed, on the premise that even if the game fails, the buy-in is relatively low, and the models look goddamn amazing. SFG's PVC is kind of in that sweet spot of affordable, great looking, and well implemented. Better than a lot of the PVC models out there, and even some metal ones.
That being said, gameplay looks fantastic. I've been a huge fan of Shadespire so far, and this looks like that but with more depth. Combo'ing up champions means that games are going to be vastly different every time, and that there's a lot of depth to be had.
The kickstarter's already including 3 champions outside of the 4 core, so already about a ~$90 "bonus" in freebies, outside of alt cards and banners.
No-brainer imo. Worst comes to worst, I have beautiful display pieces to paint up.
I was originally turned off by there only being the 4/5 champions, but if they get several more added I could be more tempted. No one else in the area is really getting into it though.
For Dark Souls, I was hearing just the other day that part of the issue there was one of the partners leaving the company and taking a large sum of that game’s funding with him for some reason, leaving it short and needing to raise more money again via the company’s other offerings. I do not know the specifics of it however.
That is pretty worrying if true. After their recent behaviour with the OZ distributor I have pulled my pledge and will never give them another cent. It is bad enough we get to pay so much down here at the best of times but a 25% increase because they switched distributor and then lied about is pretty unconscionable.
I'm still backing but just for a pound at the moment to see how things develop. I didn't realize that the game is basically still being designed at this point, and while I think the concept has a ton of potential, it's a significant investment to get all the game content! So, I'll watch the progress and possibly up my pledge during the pledge manager if things look good, but I need to see more first.
I'm definitely interested in the game once it hits retail, but I really want to be able to pick the Champions that interest me and focus on them rather than wind up with a big pile of everything.
I'm still interested, but I had to drop .. wanted to support another campaign and can't afford both. Will still watch with interest and probably pick up a couple of sets at retail or maybe when they launch the PM. Might go back in for $1 so I can keep track of the updates till then.
I mean, it's an SFG game, the company's already well known for putting out tight and concise rules.
The majority of the game design looks to be completed. At this point, I think what's left is fleshing out scenarios, narrative campaigns, and legacy rules (for extended campaigns etc).
Perhaps another few characters here and there, but you're most likely going to get the game close to how it stands now.
Ajax, they've actually said the opposite - they're still adjusting core mechanics, like how attacks are made and resolved, and haven't even gotten to balancing of heroes / making terrain rules / much in the way of scenarios.
I'm very interested, but it's just so raw, that before investing hundreds of dollars (for all the champions, which I think you'd need to keep things fresh or to try "drafting") I just need to see a bit more first.
I hope it's awesome and I'll dive in fully, though
Say what you will, but Steamforged has shown they will adjust balance within a much shorter time frame than most other games have.
Having small discreet champions and minions makes it much easier to balance within these smaller groups, even if it does mean there's a lot more interactions. Their use of standardized types helps.
Can confirm that Dark Souls (gameplay) is garbage of the highest order.
Imagine that every combat encounter is played on what is more or less a 4x4 grid, with movement being trivial, and yet the rules think knockback is a big deal. The "AI" deck is just a few varieties of "rush a hero" or "huddle in the back corner" (which doesn't accomplish anything due to negligible board size).
Add to this that you have to grind these boring identical encounters 2-3 times each to hope to get enough loot for the boss fight.
Boss models are so big they cover several spaces although they're supposed to stand on just one (and usually hang off the board tile by a lot, too), so heroes adjacent to them have to stand on the boss's base and you have to pick up the boss to see how your hero can move. Then the boss does this repeating sequence of moves that would be pretty cool if they didn't keep slamming into walls because they're still on a tiny tiny board.
All of these are core conceptual issues that can't have anything to do with money.
Hope they use those hero dashboards for a real game someday, those are very clever.
lord_blackfang wrote: Can confirm that Dark Souls (gameplay) is garbage of the highest order.
Imagine that every combat encounter is played on what is more or less a 4x4 grid, with movement being trivial, and yet the rules think knockback is a big deal. The "AI" deck is just a few varieties of "rush a hero" or "huddle in the back corner" (which doesn't accomplish anything due to negligible board size).
Add to this that you have to grind these boring identical encounters 2-3 times each to hope to get enough loot for the boss fight.
Boss models are so big they cover several spaces although they're supposed to stand on just one (and usually hang off the board tile by a lot, too), so heroes adjacent to them have to stand on the boss's base and you have to pick up the boss to see how your hero can move. Then the boss does this repeating sequence of moves that would be pretty cool if they didn't keep slamming into walls because they're still on a tiny tiny board.
All of these are core conceptual issues that can't have anything to do with money.
Hope they use those hero dashboards for a real game someday, those are very clever.
Did the game have the same team that were worked on Guildball behind it though?... wasnt it kind of a side project for steam forge with a limited amount of staff working on it?
I think the game was kind of rushed and I dont believe it had nearly the same amount of playtesting done for it that both Guilball received and Godtear has had and will continue to have in the next year until release.
Seems to me a lot more passion and time has been put into this one and for that reason I'm confident that it will deliver much like Guilball has.
Not to mention the parallels being drawn aren't quite the same. Dark Souls was a board game, and was never really meant to have the longevity that this game seems to be drawing.
This is SFG's newest IP, and support for this game can go far. Dark Souls was always meant to be a one and done kind of thing.
Definitely biased here because I'm already a backer, but I think that it's a safe bet that even if things aren't perfect on release, they'll be balanced in the future. Hell, even GB wasn't perfect when it dropped, but is now in a fairly balanced state.
Steamforge's balance isn't really any better or worse than anyone else, but they have always built themselves on the promise of being better than everyone else, so their failures feel more egregious. Matt Hart is legitimately a great game designer, but regularly needs a slice of humble pie. The systems he builds are great, but even from the original Kickstarter, he's sold the design with a sense of infallibility that you hear from armchair game design. Guild Ball is also just a smaller game with not a whole lot of variables from game to game, which makes relatively small balance issues quickly balloon into game warping problems.
I wonder why they couldn´t be bothered to develop the rules to a point that you can see what you are getting and then let the community help with the finetuning.
Right now this looks like a big Alpha-test the gamers have to actually pay for instead of being payed for testing.
To be fair to the company, they didn't "make" anyone pay for anything. I paid for Early Access pack to help develop the game as I'm invested in the company (Guildball is just a fantastic ruleset).
They've done it this way as they want the community involvement to help develop the game. Alex, Jamie, Bryce, Sherwin are all massively sociable (I may be biased as I know them well) and all play there own game as well as a lot of other games. They care about producing quality content for gamers.
Sorry, but normally you develop a game to beta-status before you go public with it and most playtesters are either payed for or at least don´t have to pay anything.
This smells of the not so nice habit of outsorcing costs to the buyers.
It is still a kind of devaluation of creative work. And it is actually lazy. You don´t pay now for it, but you will pay later for it. Just check the Play-Store for Android, most stuff their is crap and still people pay stupid sums for it.
I really do disagree with that viewpoint, I see it at a chance for players who want to invest in the game & company to help develop the game and have there input onto it.
I think we had enough of our share of COOL KS that had great optics but rather blant rules. There is a reason why many backers by now demand to see at least the more or less finalized rules. They have been burnt way to often that way.
> Sorry, but normally you develop a game to beta-status before you go public with it and most playtesters are either payed for or at least don´t have to pay anything.
Sorry, but you're not sorry.
SJG did this with Car Wars as well. During the Ogre KS, backers could pledge $30 to be on a private forum for the game (and receive merchandising). As Jeff says, "I'm guessing the motivation was to limit the feedback to people who are likely buyers. Opening up the polls/forums to everyone would be a nightmare. If history is any indicator, the MOST vocal whiners haters naysayers people will be the LEAST likely to spend any money on Car Wars, why would SJ want their input?" https://boardgamegeek.com/thread/966096/can-someone-explain-car-wars-kickstarter-campaign
Dunno if this should be "normal", but if it works, it works. We'll find out in one or two years if it worked for Steamforged and SJG...
I dropped a new video on the Youtube channel today. Sadly, I couldn't do a review of the early access pack so instead I've done something different.
In the new episode, I breakdown what we know of the fluff so far as well as give a brief overview of the game play. If you haven't looked at the game so far, check this out for a taste of this amazing game!
Well, I'd bounced around on whether to back this or not, but a few things tipped me over the edge into joining in:
1. This video from Salute showing printed models, they look much better than the renders convey:
2. Reviews and feedback from people who tried it at Salute that I've seen have been very positive. One said it was fast, fun and yet very tactical - everything I'm looking for in a game atm!
3. They'll be adding an all in "Ascended" pledge before the end of the campaign.
I have loved Shadespire, and think this game will scratch a similar itch while being awesome in different ways. Looking forward to it
I love the models as well, but I'm seriously annoyed how SFG handles the campaign.
There's been a hefty stall the last four days or so, and there has been nothing by SFG to get it in motion again. It's almost as if they've forgotten they are running a KS.
This company is a bit too much like Dr. Jekyll & Mr. Hyde for my liking (you can guess which is which with Guild Ball and Dark Souls), and it seems to be showing in the KS, again.
To be fair Mutter, the last 4 days for the U.K is a VERY busy time. There is the biggest gaming convention in the U.K via Salute at the london edexecel centre which would of consumed a lot of SFG time.
I would expect them to be more active now Salute has come and gone.
Automatically Appended Next Post: SFG have just put out there latest update, with all of rattlebones totems unlocked and a new champion announced as a stretch goal!
Morrigan, queen of the frozen wastes looks like a frost witch.
I had actually dropped my pledge for the game, since I felt like it was one of those games that I couldn't tell if I'd still be interested a whole year (or more) later. But that all-in pledge is really tempting.
Then again, I do try and avoid huge kickstarters, since more backers and pledges just means a higher likelihood of delays.
RiTides wrote: 2. Reviews and feedback from people who tried it at Salute that I've seen have been very positive. One said it was fast, fun and yet very tactical - everything I'm looking for in a game atm!
So says to back to pay 110$ because MSRP is 170$(I guess for all with unlocked streach goals, since no one is paying 170$ for 4 champs). Then I have to pay around 30$ for shipping, bringing it to 140$ comapred to 170$ MSRP, and then you will probably get 10-20% discount and free shipping on MSRP, making it pointless to back this now , and pay even if not more compared to retail release?
Yep, I will wait for retail release and reviews of final rules. Too much quality skirmish games atm to bet on something half baked , and they Dark Souls bg and card game have been quite bad tbh.
Two new champions rules unlocked! Mournblade looks really unique his denial style of play to protect his banner. Titus looks like has the potential to kill a lot of things in one turn.
Less than two days left in this campaign. This is the last champion+followers goal:
If the goals are met, this champion+followers will be free to the Chosen and Ascended pledges. If goals are not met, it will be a purchasable add-on in the pledge manager.
Anyone else's OCD super frustrated by the idea of 15 champions? One short of 4 of each class, argh
I pinged my gaming group and they were unfortunately skeptical of this one =/. Gameplay videos didn't impress them, it seems. I know it's alpha, but I wish they'd had a bit more to show...
I am really tempted by the all in... There is a lot of content for $300 and given how expensive the single Guild Ball teams are ($50 for 6 guys in plastic) this seems like a really good value... But ... its still $300 right now and there is sooo much else demanding my money...
The newest champion looks like the Ashmen from Wrath of Kings. I like it...
RiTides wrote: Anyone else's OCD super frustrated by the idea of 15 champions? One short of 4 of each class, argh
Since video games like LoL does not have an equal number of each class, it does not bother me that much. 5 sets of 3-champion teams for a draft event. I can live with that And hopefully there will be more champions released when the game hits retail.
I'm surprised at the lack of interest in this game from both my gaming group, and on Dakka...
It had an impressive finish, getting £340k ($474k USD!) and unlocking another free champion. However, the lead up to the last few days was interesting, as the backer numbers dropped significantly, but the totals went up as the remaining backers upped to "all in" pledges.
In the end, I couldn't stay in with no one in my group wanting in, but I would love to see this take off and will happily invest at retail if it does well!
RiTides wrote: I'm surprised at the lack of interest in this game from both my gaming group, and on Dakka...
It had an impressive finish, getting £340k ($474k USD!) and unlocking another free champion. However, the lead up to the last few days was interesting, as the backer numbers dropped significantly, but the totals went up as the remaining backers upped to "all in" pledges.
In the end, I couldn't stay in with no one in my group wanting in, but I would love to see this take off and will happily invest at retail if it does well!
The bigger champions thing bothered me.
They weren't just larger models that belong to a faction, they were literally larger models with the same proportions as the smaller ones.
Edit: Also, I had the same thing happening as you. The people I'd be playing the game with wouldn't be playing so I went with another game which they were going to play.
That's essentially the lore. The champions are collecting Godtears and as they do grow to mythic proportions.
It's an interesting game, but none of the champions really grabbed me. They're fine looking fantasy models but none of them scream "I wanna play that guy" to me. I'm just not a huge fan of "muddy" Tolkien inspired fantasy styling and too many of the champions are stock monsters for my liking.
Cool game though. I hope it does well and takes off. I'll certainly be interested in picking it up later as there are some specific Champions that definitely interest me.
Oh I get that. It still bothers me the way primarchs bother me,
but at least I can buy those separately and paint them up as
their own thing. The champions are bigger models that aren't
exactly centerpieces.
Anyway, biggest issue for me was the same as RiTides. I
wasn't going to play really, so if I'm only okay with the minis...
I might pick a team or two through the pledge manager later (I'm hoping the Titus gang is available seperately), but I just wasn't interested in most of the base set.
From my understanding, the champions have already started their "ascension" to godhood, thus they are bigger than their counterpart followers. It reminded me of Mythic Battle: Pantheon in which gods/titan miniatures are larger than the regular sized humans.
I enjoyed their guild ball game and the plastic quality of their miniatures; I enjoyed mythic battles ; and I enjoyed smaller scale skirmishes and MOBA-style video games. So it seems to be the right product for me.
I think price combined with 'do you have a group of players to play the game with" are the main reasons to support and not support the Kickstarter.
Edit: The Kickstarter supports the production of 15 champions. They have mentioned in the campaign that the core retail game box set will have 4 champions not in the Kickstarter. The 15 champions from Kickstatrer will get a staggered retail release after fulfillment.
The big champions thing always bothered me as well. It’s sort of a glass half full/empty thing where it never looked like a bunch of regular dudes around a large guy, but rather a bunch of tiny people around a regular sized leader to me. They redid the elves from their original concept art to make their leader less larger, as that one in particular just initially looked like someone bringing their kids to war.
I can see why people could look it at this way and it's valid, Rhodri & Lorsain are essentially just bigger version of there races.
I just see them as much bigger versions of there races due to there exposure and consumption to the Godtears but I can see how you can see it the other way.
Yeah, that was one of the criticisms of my gaming group, too. I think it's more noticeable on champions like the dwarf and elf, where their followers are exactly the same type as the champion, but smaller.
I don't think it's an issue with the monsters that have different kinds of minions, though, which are the ones I liked most
I'm not a huge fan of the giant champions either. It feels more like an excuse to have a game with 50 mm models and trash mobs without having to make 50 mm trash mobs.
That said, if you want something to appear large, you do need something small to give a sense of scale. This is why I think its really important to have IG in Space Marine armies:
Not to be contrary, but I happen to like the huge champion guys. They are a selling feature for me that will likely get me to buy some expansions at some point. And I much prefer for them to look like normal people blown up out of scale than the cartoonishly proportioned giants sold by other companies.
BobtheInquisitor wrote: Not to be contrary, but I happen to like the huge champion guys. They are a selling feature for me that will likely get me to buy some expansions at some point. And I much prefer for them to look like normal people blown up out of scale than the cartoonishly proportioned giants sold by other companies.
Nah I’m pretty sure I’m being the contrary one here lol.
Tried to wait until campaign was done to say anything. Big dwarf and my friends not playing pretty much decided for me.