Switch Theme:

Steamroller 2.0 Rules Released  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
[MOD]
Madrak Ironhide







King of the Hill you can score on the first turn.
Pendulum and Killing Fields you can't.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Regular Dakkanaut



Bellevue, WA

frightnight I think you have that somewhat wrong.

The reason that they made caster kills not auto-end the game isn't to encourage the use of more infantry (though it kind of does; in a sense you can use your caster as a super solo). The reason was to encourage people to actually play scenarios - SR1.0 basically boiled down to every game being "assassination"; with people putting their armies in ridiculous positions (e.g. next turn you lose your whole army) to pull of some tricksy caster kill. In SR2.0 you can't do that.

We've talked about this of course - I think the solution for seeing more Jacks is to make Jacks worth taking relative to infantry. The problem is exascerbated at the 500 point level, which I'm increasingly believing is a bit small for Warmachine (analagous to 40k at 1000-1200 points).
   
Made in us
Regular Dakkanaut





Yes, we've discussed, I'm just putting out the reason why *I* don't like it.

I absolutely agree with you about the mission scenarios ideally being more important, as assassination is a one track game, and if I wanted that, I'd play Chutes and Ladders.

Problem with making 'jacks more relevant the way you're speaking is that they'd need to rewrite some rules/give all jacks new powers to make them more enticing across the board. Instead of doing a rewrite, just basically making it that a warcaster's raison d'etre is the warjack, therefore he must have some kind of warjack in the list, alleviates my major complaint.

I also think that this would alleviate some of the big complaints about 2.0's scoring, as the points tied up in a 'jack (especially for Khador and their Sorscha armies) would keep the number of units down as well. But I have no empirical evidence to back that up.
   
Made in us
Longtime Dakkanaut






Yes, we were using SR 2.1

Caster kill needs to be back in the game. Or at least killing the caster needs to matter.


"I've still got a job, so the rules must be good enough" - Design team motto.  
   
 
Forum Index » Privateer Press Miniature Games (Warmachine & Hordes)
Go to: