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![[Post New]](/s/i/i.gif) 2010/05/09 20:06:40
Subject: Limiting Playgroup to MKII main rulebook unit choices
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Alessio Cavatore
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I was wondering if anyone had any thoughts or experience with limiting a small playgroup (4 to 6 people) to only making unit selections from the units found in the prime rulebook (as opposed to allowing choices from the faction books as well).
Here are my assumptions.
1. We are all new(er) to Warmachine, and very casual. Right now, we only have battle boxes, and I thought it might be a good way to dive deeper into the game with out jumping straight into the deep end... sort of like hanging out in the kiddie pool 'til we learn how to swim (Should we call it Kiddiemachine?)
2. Most, if not all, of our games will be played in the small playgroup... there is little interest in playing in tournaments.
3. We will likely move beyond the main rulebook, but perhaps it will be a year or two before we do so.
My main question is... if we limit ourselves to the Prime MkII units, will the game be balanced between the factions? (My guess is that the units in Prime were selected because they are balanced, but I was wondering what you veterans think.) Will the game remain balanced as we (still limiting ourselves to prime units) move to higher point games? Is prime units only still viable at 35 point? 50 points? 100 points?
Thanks
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![[Post New]](/s/i/i.gif) 2010/05/09 20:24:46
Subject: Limiting Playgroup to MKII main rulebook unit choices
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Anointed Dark Priest of Chaos
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bag bro 2 wrote:I was wondering if anyone had any thoughts or experience with limiting a small playgroup (4 to 6 people) to only making unit selections from the units found in the prime rulebook (as opposed to allowing choices from the faction books as well).
Here are my assumptions.
1. We are all new(er) to Warmachine, and very casual. Right now, we only have battle boxes, and I thought it might be a good way to dive deeper into the game with out jumping straight into the deep end... sort of like hanging out in the kiddie pool 'til we learn how to swim (Should we call it Kiddiemachine?)
2. Most, if not all, of our games will be played in the small playgroup... there is little interest in playing in tournaments.
3. We will likely move beyond the main rulebook, but perhaps it will be a year or two before we do so.
My main question is... if we limit ourselves to the Prime MkII units, will the game be balanced between the factions? (My guess is that the units in Prime were selected because they are balanced, but I was wondering what you veterans think.) Will the game remain balanced as we (still limiting ourselves to prime units) move to higher point games? Is prime units only still viable at 35 point? 50 points? 100 points?
Thanks
If everyone agrees, then go for it. You are certainly limiting your play experience/list variation, but you won't be creating unbalance per se by choosing to do so. Bad match-ups are still possible though.
The Prime units will form the core of most armies even once you open things up to include all unit options, so it isnt a bad idea to learn the ins and outs of the Prime units...
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![[Post New]](/s/i/i.gif) 2010/05/10 04:30:08
Subject: Limiting Playgroup to MKII main rulebook unit choices
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[MOD]
Madrak Ironhide
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Here's the one thing that makes Prime a bit weird.
Eiryss.
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![[Post New]](/s/i/i.gif) 2010/05/10 06:52:12
Subject: Limiting Playgroup to MKII main rulebook unit choices
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Paingiver
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i would say add in 1 point solos to the prime selection and you will have a better experience. the wardog, stormsmith, wracks, and machine wraith should not tip the scales badly and help fill out lists.
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![[Post New]](/s/i/i.gif) 2010/05/10 11:06:53
Subject: Re:Limiting Playgroup to MKII main rulebook unit choices
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Deserter
London, UK
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There's no Retribution or Mercenary armies in the main rulebook, is there?
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Searforge Commission -- 50pts
Trollbloods -- 50pts
Imperial Guard -- 2000pts-ish
"Split your lungs with blood and thunder!" |
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![[Post New]](/s/i/i.gif) 2010/05/10 12:21:21
Subject: Limiting Playgroup to MKII main rulebook unit choices
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Bane Knight
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mercs are in the book with a few entrys, butt no fullfledged list. Retribution is only mentioned in fluff (I think) so it can't be played.
If you guys have no problem with that then go for it. I like being able to use more exotic units off the bat, but then I am already planning a 4th army.
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![[Post New]](/s/i/i.gif) 2010/05/10 14:00:10
Subject: Limiting Playgroup to MKII main rulebook unit choices
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Pyg Bushwacker
St Louis MO
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As long as you don't have someone wanting to play mercs or Retribution you should be fine. I know we have run Primetime tournaments here in St Louis a few times and everyone seemed to have a blast still. The models and units in prime are still very competitive too in the long run so for the most part investments your players make at that level will still be valid once you do decide to open up the field a bit.
The idea of allowing the 1 point solo's is not a bad one... as it will allow for lists to filled easier.
If you did have someone who wanted to run Mercs you could always set up some sort of equivalency for their choices based on the caster they wanted... etc... Magnus and everything from his Theme List... or the Rhulics and everything from the Searforge List... for example.
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![[Post New]](/s/i/i.gif) 2010/05/12 00:56:36
Subject: Limiting Playgroup to MKII main rulebook unit choices
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Alessio Cavatore
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malfred wrote:Here's the one thing that makes Prime a bit weird.
Eiryss.
Thanks for the advice everybody. From your responses, I think we'll start with a Prime Time playgroup, and take it from there as our skills and desire to incorporate new units into the mix develops.
What is it about Eiryss? Does she throw off the balance... or is she just so awesome that you would be stupid not to take her?
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![[Post New]](/s/i/i.gif) 2010/05/12 01:31:58
Subject: Limiting Playgroup to MKII main rulebook unit choices
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Regular Dakkanaut
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bag bro 2 wrote:malfred wrote:Here's the one thing that makes Prime a bit weird.
Eiryss.
Thanks for the advice everybody. From your responses, I think we'll start with a Prime Time playgroup, and take it from there as our skills and desire to incorporate new units into the mix develops.
What is it about Eiryss? Does she throw off the balance... or is she just so awesome that you would be stupid not to take her?
Eiryss is possibly one of the best anti-Warmachine solos in the game. Look at Disruptor Bolt for an explanation why.
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![[Post New]](/s/i/i.gif) 2010/05/12 05:45:28
Subject: Limiting Playgroup to MKII main rulebook unit choices
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Paingiver
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themocaw wrote:bag bro 2 wrote:What is it about Eiryss? Does she throw off the balance... or is she just so awesome that you would be stupid not to take her?
Eiryss is possibly one of the best anti-Warmachine solos in the game. Look at Disruptor Bolt for an explanation why.
In addition she has stealth and there are no(?) models in Prime that can go around that. So Eiryss can close in to the caster in safety, I would say play without her or with both sides including her.
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![[Post New]](/s/i/i.gif) 2010/05/12 08:20:44
Subject: Limiting Playgroup to MKII main rulebook unit choices
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Bane Knight
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once in combat she sucks. it is just that you have to land a hit on her... Then again a slayer with Mat 7 can do it quite easily with a boost or with a debuff on Eiryss. (and has a good chance with a free strike)
She does make it harder for the opposition though, but that makes the game fun...
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![[Post New]](/s/i/i.gif) 2010/05/12 08:45:36
Subject: Limiting Playgroup to MKII main rulebook unit choices
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Manhunter
Eastern PA
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watch out for the old skool 3D list, if your looing at just prime models it can be devestating at 25 points.
sorscha
destroyer
destroyer
destroyer
eiryss
not as broke as it used to be, but still very, very scary when played right.
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