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Deranged Necron Destroyer





It's smaller than the base, maybe ~25mm from looking at the pictures.
   
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Longtime Dakkanaut




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 I sort of get what they're going for with fighting styles, but it feels kind of outdated with lots of cross-referencing in multiple locations.
   
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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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Boosting Black Templar Biker




Minnesota

 privateer4hire wrote:
5 range tools. Wow.


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!

4000+

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Myrtle Creek, OR

ChatGPT, given the words Star Wars; complicated; intellectual property defenses; and expensive proprietary dice and tokens; construct a rules set for miniature skirmishes.

Go!

Thread Slayer 
   
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Nimble Ellyrian Reaver




NW UK

 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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 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.

This message was edited 1 time. Last update was at 2023/04/14 10:22:30


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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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Minnesota

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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 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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 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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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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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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Liche Priest Hierophant






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.

Nehekhara lives! Sort of!
Why is the rum always gone? 
   
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Upcoming new squad packs for Shatterpoint. We have seen *most* of this before but it us good to have it collected in one place.















Also new missions, terrain and talk of The Bad Batch, Rebels and Thrawn packs to come.












This message was edited 2 times. Last update was at 2023/09/17 14:59:33


Painting Warhammer 40,000 Conquest a P and M blog : https://www.dakkadakka.com/dakkaforum/posts/list/0/763491.page 
   
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I hate the Gideon pack already. Only one Death Trooper.

Nehekhara lives! Sort of!
Why is the rum always gone? 
   
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Richmond, VA

Oh, damn. those Manodlorian packs and the one with Ahsoka are SUPER tempting.
   
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Hm... the Clone Wars and (some of the) Mando sculpts seem to be way better than the Original Trilogy ones, for some reason...

This message was edited 1 time. Last update was at 2023/09/17 12:26:05


 
   
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Charging Dragon Prince





Sticksville, Texas

The Shatter Point Chewbacca looks a bit rough.
   
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Sadistic Inquisitorial Excruciator




USA

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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Nottingham

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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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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The Great State of New Jersey

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.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
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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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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

Crimson Scales and Wildspire Miniatures thread on Reaper! : https://forum.reapermini.com/index.php?/topic/103935-wildspire-miniatures-thread/ 
   
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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

Crimson Scales and Wildspire Miniatures thread on Reaper! : https://forum.reapermini.com/index.php?/topic/103935-wildspire-miniatures-thread/ 
   
 
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