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Made in us
Battlefield Professional





St.Joseph MO

It looks like the live stream is a go for this.

Here is the link.

http://privateerpress.com/watch-the-2013-keynote-here-live

I will Edit this as stuff comes up.

1st. Level 7 Expansion ?




Automatically Appended Next Post:
Cyriss is confirmed as a new faction for WM

This message was edited 2 times. Last update was at 2013/02/01 15:29:08


-Warmahordes-
Mercenaries


Menoth 
   
Made in us
Stormblade



SpaceCoast

Not an expansion for level 7, but a standalone game.
   
Made in us
Regular Dakkanaut




All sorts of good stuff. Rhulic is getting a colossal, Cyriss is going to have a battle engine from the time of release, new Hordes faction is in the works,

New card game too.

My official faction choice is "All of the above"

Confessions of an army altaholic gamer - http://armyaltaholic.blogspot.com/ 
   
Made in us
Master Tormentor





St. Louis

Stoked about the World Championships. I'm not gonna win it obviously, but it'll be fun to try.
   
Made in us
Longtime Dakkanaut




Maryland

The Cyriss faction is going to get me back into Warmachine/Hordes. Good thing the general release is in June - plenty of time to save up! (Anyone want to buy some Skorne? )

   
Made in us
Helpful Sophotect





San Francisco, CA

 infinite_array wrote:
The Cyriss faction is going to get me back into Warmachine/Hordes. Good thing the general release is in June - plenty of time to save up! (Anyone want to buy some Skorne? )


Same here! Can't wait!

The 12th Dat'ya Expeditionary Cadre


My P&M blog - in which I chronicle the transformation of a battered windfall of models into an awesome addition to my Blood Angels force (hopefully) - can be found here: http://www.dakkadakka.com/dakkaforum/posts/list/431820.page.

======Begin Dakka Code======
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Doc Brown




The Bleak Land of Gehenna (a.k.a Kentucky)

I'm a little bit worried about Cyriss, largely because of the way they seem to be so very different in terms of rules from all of the other factions. I know PP has a very good track record with balancing the game, but the new faction just isn't sitting well with me. I'll have to see some actual in-depth info before I'll let myself get excited for them.

 
   
Made in us
Satyxis Raider






Seattle, WA

And current factions don't have rules differences? Eyeless sight, Myrmidon shields, etc?

We only got a small taste of them and very few exact rules. Different, yes. Gamebreaking? I didn't see anything.

Waaaay to soon to claim the sky is falling. (Though everywhere I go it seems someone is complaining about how their faction or the game itself is screwed).
   
Made in us
Doc Brown




The Bleak Land of Gehenna (a.k.a Kentucky)

 Mordekiem wrote:
And current factions don't have rules differences? Eyeless sight, Myrmidon shields, etc?

We only got a small taste of them and very few exact rules. Different, yes. Gamebreaking? I didn't see anything.

Waaaay to soon to claim the sky is falling. (Though everywhere I go it seems someone is complaining about how their faction or the game itself is screwed).



Waaaay too soon to misread and overreact to a comment. I said I was "a little bit worried" about Cyriss, which I hardly think equates with pulling a Chicken Little. And regarding eyeless sight and myrmidon shields, those are simply added abilities that don't overwrite existing rules (e.g. the shields are essentially easily repairable damage boxes, and eyeless sight is just a somewhat trumped up version of effects that override stealth or boost targeting abilities). The abilities displayed by Cyriss fundamentally alter the way in which stats are calculated for 'jacks, which makes the balancing of power with releases of 'casters and 'jacks a great deal more tricky on PP's part. Additionally, the shifting focus ability alters the way in which one of the defining rules of the game (focus) works as a faction-wide ability, rather than as a one-off ability of a specific model, which goes a bit beyond adding a few bells and whistles in combat.

 
   
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St.Joseph MO

I keep thinking of Warjack heavy army.. vs Armor killing armies..

MHSF Extra die vs Warjacks.

Alot of the light jacks from the pics in the cards had maybe 10 hp ?

Its like in place of heavy Cav/Medium base units, they get cheap jacks with around the same hitboxes.


-Warmahordes-
Mercenaries


Menoth 
   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

 Spyder68 wrote:
I keep thinking of Warjack heavy army.. vs Armor killing armies..

MHSF Extra die vs Warjacks.

Alot of the light jacks from the pics in the cards had maybe 10 hp ?

Its like in place of heavy Cav/Medium base units, they get cheap jacks with around the same hitboxes.



The light jack had 20 HP with little protection on it's movement and the heavy had 32 HP. Light jack has 1 attack at PS 12 and def 12 arm 16, the heavy with RNG 11 ROF 2 aoe 4 POW - ranged and 2 PS 18 melee. Point cost 3 and 9 respectively. The configuration of where the systems are is very different for this faction too which is important as it seems the arms are located more center while movement has moved out AND there is a new system box labeld as "i". These things will be scrapped just as easily as any other jack out there. I think they're going to be more of a "bag of tricks" faction than beatface power houses.

Also I looked some more, and I think they revealed most of their sculpts in the video:

[Thumb - Cyriss.png]


(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Another thing is their Jacks using the Mat and Rat of their Casters. From the couple cards I saw, it appears they have below average of both on their casters. Or are high on one and low on the other. One of the Cards showed Mat7 and Rat2.

So depending on the warcaster, their Jacks could be really poor at shooting, poor at melee, or slightly below average with both.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Longtime Dakkanaut





 grayshadow87 wrote:
 Mordekiem wrote:
And current factions don't have rules differences? Eyeless sight, Myrmidon shields, etc?

We only got a small taste of them and very few exact rules. Different, yes. Gamebreaking? I didn't see anything.

Waaaay to soon to claim the sky is falling. (Though everywhere I go it seems someone is complaining about how their faction or the game itself is screwed).



Waaaay too soon to misread and overreact to a comment. I said I was "a little bit worried" about Cyriss, which I hardly think equates with pulling a Chicken Little. And regarding eyeless sight and myrmidon shields, those are simply added abilities that don't overwrite existing rules (e.g. the shields are essentially easily repairable damage boxes, and eyeless sight is just a somewhat trumped up version of effects that override stealth or boost targeting abilities). The abilities displayed by Cyriss fundamentally alter the way in which stats are calculated for 'jacks, which makes the balancing of power with releases of 'casters and 'jacks a great deal more tricky on PP's part. Additionally, the shifting focus ability alters the way in which one of the defining rules of the game (focus) works as a faction-wide ability, rather than as a one-off ability of a specific model, which goes a bit beyond adding a few bells and whistles in combat.


Actually the design of the Cyriss models make them easier to balance, not harder. Certainly things like field marshal and focus transfer are sources of power, but that really isn't the sort of thing that makes balancing tricky.

What makes balancing hard is variations in how things interact. What does this spell do with this 'Jack? How does this far with the majority of the faction and with the outliers? How does this work when a player does thing A vs doing thing B. The more places things vary the harder it is to cover common cases without potentially causing something degenerate in a corner case, or it becomes harder to protect against the edge case with potentially spoiling the common cases.

The Cyriss actually do a fair bit to remove variables in the equation:

-When they put spells & abilities on a Convergeance warcaster the RAT/MAT values those spells will interact with are fixed by the Warcaster themselves. They don't have to worry about how it interacts with the couple Warjacks in the faction that have +1 or +2 MAT/RAT and how it functions with the baseline 'Jacks.

-Field Marshal means that key abilties that interact with the caster will always be available in abudance. They don't have to answer questions like "Well how does this caster work with 1 Arc Node, and how do they work with 3" they can just safely assume they'll have a ton of Arc-Nodes and balance around that.

-Focus Transfer means 'Jacks can generally be expected to have at least 1 Focus and big guys can be assumed to sit on three. You can safely design 'Jacks around the idea they'll have ideal fuel levels and not try and finagle things to fit with warcasters who have more limited resources and ones that can hand out tokens like candy.

These all work to reduce the number of variables in the equation when it comes to making the models, as there are more assumptions. Something like the focus transfer increases the power floor (they never have less than 1) without increasing the power ceiling (they still can't have more than 3) this narrows the band of possibilities and makes targeting the designs for specific roles & functions easier.

This message was edited 1 time. Last update was at 2013/02/03 06:30:03


 
   
Made in gb
Longtime Dakkanaut




I was expecting a new faction for sure and there has been talk of cyriss for a long time now.

Fair play. they look great. they look unique. and i think they'll fit right in.


And may i be the first to label them as the IKrons?
   
Made in us
Satyxis Raider






Seattle, WA

Chongara wrote:
Actually the design of the Cyriss models make them easier to balance, not harder. Certainly things like field marshal and focus transfer are sources of power, but that really isn't the sort of thing that makes balancing tricky.

What makes balancing hard is variations in how things interact. What does this spell do with this 'Jack? How does this far with the majority of the faction and with the outliers? How does this work when a player does thing A vs doing thing B. The more places things vary the harder it is to cover common cases without potentially causing something degenerate in a corner case, or it becomes harder to protect against the edge case with potentially spoiling the common cases.

The Cyriss actually do a fair bit to remove variables in the equation:

-When they put spells & abilities on a Convergeance warcaster the RAT/MAT values those spells will interact with are fixed by the Warcaster themselves. They don't have to worry about how it interacts with the couple Warjacks in the faction that have +1 or +2 MAT/RAT and how it functions with the baseline 'Jacks.

-Field Marshal means that key abilties that interact with the caster will always be available in abudance. They don't have to answer questions like "Well how does this caster work with 1 Arc Node, and how do they work with 3" they can just safely assume they'll have a ton of Arc-Nodes and balance around that.

-Focus Transfer means 'Jacks can generally be expected to have at least 1 Focus and big guys can be assumed to sit on three. You can safely design 'Jacks around the idea they'll have ideal fuel levels and not try and finagle things to fit with warcasters who have more limited resources and ones that can hand out tokens like candy.

These all work to reduce the number of variables in the equation when it comes to making the models, as there are more assumptions. Something like the focus transfer increases the power floor (they never have less than 1) without increasing the power ceiling (they still can't have more than 3) this narrows the band of possibilities and makes targeting the designs for specific roles & functions easier.


Good to see a voice of reason! And the entire point of bringing in a new faction is to make them different. If you want to play a current faction with different models there are plenty of miniature companies out there that will make whatever you want. I would've been disappointed if they weren't different and new.
   
Made in us
Widowmaker






Chicago

I just have to say that I am very happy that Cyriss finally makes an appearance and that they are a full faction. I will play this army, and they may usurp Khador as my main faction.

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Dakka Veteran




NoVA

Chongara wrote:

The Cyriss actually do a fair bit to remove variables in the equation


Isn't that kinda of their whole deal

I think they look great, but unfortunately I can't afford a new faction. I will have to get my satisfaction from jealously destroying them on the table top. Time to call in the mage hunter strike force.

Playing: Droids (Legion), Starks (ASOIAF), BB2
Working on: Starks (ASOIAF), Twilight Kin (KoW). Droids (Legion)
 
   
 
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