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Made in gb
Novice Knight Errant Pilot






I think I much prefer the red colour scheme but I'd really like to see some action shots of the figures with scenery. I know it sounds a bit weird but I really helps me visualise them better.



http://thelaughterofthedamned.blogspot.co.uk/
 
   
Made in us
Haughty Harad Serpent Rider





Richmond, VA

 legoburner wrote:
changing the angle to something completely different is a straightforward conversion if it bugs you that much.


It's not so much that I'm bugged by the sculpt, just bugged by the physical impossibility of a human being holding and firing a weapon with the wrist at that angle.

"...and special thanks to Judgedoug!" - Alessio Cavatore "Now you've gone too far Doug! ... Too far... " - Rick Priestley "I've decided that I'd rather not have you as a member of TMP." - Editor, The Miniatures Page "I'd rather put my testicles through a mangle than spend any time gaming with you." - Richard, TooFatLardies "We need a Doug Craig in every store." - Warlord Games "Thank you for being here, Judge Doug!" - Adam Troke 
   
Made in gb
Longtime Dakkanaut




Nottingham, UK

I think it's possible a fairly simple conversion can fix that wrist issue - as the models stand (without taking a knife to them other than to clean up the very few mould lines and seams) that's how they come out.

Legoburner's right in that that's probably the derpiest angle; the angles in quad view (and a model with the lower of the 2 grips) look a lot better. The weapon component is common between both, and that's partly where the odd wrist comes from I think.



When I get a chance I'll have a crack at moving the grip on the weapon forward, this will allow the arm to be straightened relative to the wrist, (bringing the forearm more in line with the weapon) which should look a lot more natural.

This message was edited 2 times. Last update was at 2015/04/14 18:57:29


 
   
Made in us
Haughty Harad Serpent Rider





Richmond, VA

winterdyne wrote:
I think it's possible a fairly simple conversion can fix that wrist issue - as the models stand (without taking a knife to them other than to clean up the very few mould lines and seams) that's how they come out.


If the producers of the miniatures are accepting of the fact that a conversion is required to the model to make it acceptable... but I can't get behind that. It's not that it's a "derpy" pose. Attempt it yourself, without undue wrist strain, and then continue for the duration of a battle. The M56 smart gun design is realistic in that aspect - as it is based on an MG42 (which could be fired from the hip, using the bipod as a stabilizer for the left hand)

It's not a problem with the angle, it's a problem with the sculpt. It is unfortunate that the production sprues have this design flaw.

This message was edited 1 time. Last update was at 2015/04/14 19:03:21


"...and special thanks to Judgedoug!" - Alessio Cavatore "Now you've gone too far Doug! ... Too far... " - Rick Priestley "I've decided that I'd rather not have you as a member of TMP." - Editor, The Miniatures Page "I'd rather put my testicles through a mangle than spend any time gaming with you." - Richard, TooFatLardies "We need a Doug Craig in every store." - Warlord Games "Thank you for being here, Judge Doug!" - Adam Troke 
   
Made in us
Stabbin' Skarboy



Dirty Jersey

can't wait to see what else is in store, especially since dakkadakka is the first site i went to when i first got into the hobby.

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Made in us
Haughty Harad Serpent Rider





Richmond, VA

Though I feel at this point everyone, including the designers, know the wrist is incorrect, but it is far too late to adjust the design or tools, as they have already been cut. So it is better to accept the flaw as part of the final product instead of continuing to highlight it.

This message was edited 1 time. Last update was at 2015/04/14 19:02:18


"...and special thanks to Judgedoug!" - Alessio Cavatore "Now you've gone too far Doug! ... Too far... " - Rick Priestley "I've decided that I'd rather not have you as a member of TMP." - Editor, The Miniatures Page "I'd rather put my testicles through a mangle than spend any time gaming with you." - Richard, TooFatLardies "We need a Doug Craig in every store." - Warlord Games "Thank you for being here, Judge Doug!" - Adam Troke 
   
Made in us
Decrepit Dakkanaut






Leerstetten, Germany

 judgedoug wrote:
 legoburner wrote:
changing the angle to something completely different is a straightforward conversion if it bugs you that much.


It's not so much that I'm bugged by the sculpt, just bugged by the physical impossibility of a human being holding and firing a weapon with the wrist at that angle.


I don't find the angle that disturbing. It is a bit limp-wristed, but it reminds me more of the way that someone would hold a power-tool (chainsaw, jaws-of-life) rather than a gun.

Fluff wise the gun he is holding is more of an energy weapon rather than a projectile weapon (I might be mistaken there, so the writers can correct me if I'm wrong) so maybe there is not really much of a recoil to worry about. Without any recoil I would expect the front hand to worry more about holding and leveling the weapon and less about having a stiff wrist to brace against the weapon.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

 d-usa wrote:
I don't find the angle that disturbing. It is a bit limp-wristed, but it reminds me more of the way that someone would hold a power-tool (chainsaw, jaws-of-life) rather than a gun.

Fluff wise the gun he is holding is more of an energy weapon rather than a projectile weapon (I might be mistaken there, so the writers can correct me if I'm wrong) so maybe there is not really much of a recoil to worry about. Without any recoil I would expect the front hand to worry more about holding and leveling the weapon and less about having a stiff wrist to brace against the weapon.


Yeah, every weapon a Tempest currently carries fires an energy projectile. I have no idea (personally) whether it is supposed to be recoiless or not, but I'd see no reason why it wouldn't be.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I think it might just be that that particular model was assembled with a lump wrist and photographed from a bad angle.

Going by the sprue, it would be no work at all to make the wrist better.

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 gb
Hulking Hunter-class Warmech





Bristol, England

 d-usa wrote:
 judgedoug wrote:
 legoburner wrote:
changing the angle to something completely different is a straightforward conversion if it bugs you that much.


It's not so much that I'm bugged by the sculpt, just bugged by the physical impossibility of a human being holding and firing a weapon with the wrist at that angle.


I don't find the angle that disturbing. It is a bit limp-wristed, but it reminds me more of the way that someone would hold a power-tool (chainsaw, jaws-of-life) rather than a gun.

Fluff wise the gun he is holding is more of an energy weapon rather than a projectile weapon (I might be mistaken there, so the writers can correct me if I'm wrong) so maybe there is not really much of a recoil to worry about. Without any recoil I would expect the front hand to worry more about holding and leveling the weapon and less about having a stiff wrist to brace against the weapon.


Yes, you're right, both weapon variants are firing cybel energy pulses rather than bullets, so recoil isn't something that the shooter needs to worry about. The Coriolis Mortar in particular (the shorter weapon) is very much a precision weapon so would be aimed very differently to a machine gun, but I can appreciate that the wrist can sometimes look a little strained.

This message was edited 1 time. Last update was at 2015/04/14 19:20:04


Read the first two novels in the Maelstrom's Edge Universe now:

Maelstrom's Edge: Faith - read a sample here!

and

Maelstrom's Edge: Sacrifice 
   
Made in gb
Land Raider Pilot on Cruise Control





Twickenham, London

Recoil or no, they're not going to hit a barn door shooting like that. I assume that the hands are fixed to the weapon so I can see why it has happened when you're going for multi pose plastics but if you brought the trigger down lower you could have put the grip on the side and fixed it.

I hope that particular weapon is overcosted or ineffective so that I don't want to put them on anyone!

"If you don't have Funzo, you're nothin'!"
"I'm cancelling you out of shame, like my subscription to white dwarf"
Never use a long word where a short one will do. 
   
Made in gb
40kenthus




Manchester UK

I'm sure the creators are glad to be shown how their made up future energy weapons are factually inaccurate when compared to modern rifles!

Member of the "Awesome Wargaming Dudes"

 
   
Made in us
Infiltrating Prowler





Portland, OR

 Davylove21 wrote:
Recoil or no, they're not going to hit a barn door shooting like that. I assume that the hands are fixed to the weapon so I can see why it has happened when you're going for multi pose plastics but if you brought the trigger down lower you could have put the grip on the side and fixed it.
In theory you can change the feet stance slightly and the wrist would be that way as he is pulling or moving the weapon to rake or chain fire (providing it could be). I doubt they are particular aiming from the hip, more like the weapon has a pointer that corresponds with a targeter in the helmet to help them aim via HUD display.

This message was edited 1 time. Last update was at 2015/04/14 19:35:03


 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

 Paradigm wrote:
The sprues do look neat, enough variety for the models you need and pretty crisp detailing. The Karists in particular look awesome, helped by their more unique aesthetic, but the Contractors are plenty nice enough.

Are the three types shown the only sprues that will be the starter set, or will there be more? And on a similar note rules-wise, it's been mentioned that the loadout choices can dramatically change a unit's role, is this to the extent that you could have 3 setups of the same unit with different weapons and have them function completely differently, or is unit choice still more significant than weapon choice?


Keep in mind that exact weapon rules for units are still theoretically up in the air based on the heavy playtesting we'll be doing post-kickstarter.

However, with that said, of the three units you've seen so far (Epriain Contractor Egineers, Karist Troopers and Karist Tempests) when it comes to how their weapon options change the role of the unit:


• The Contractor Engineers weapon options are the least dynamic. It is essentially just choosing whether or not to take underslung grenade launchers on their assault rifles for more points. The grenade launchers give them a lot more versatility (as they can fire either EMP or choke grenades), but increase the cost of the unit.


• The Karist Troopers have a couple different 'special' weapon options, but you can only have 1 of these special weapons (in a standard Karist Trooper squad). There is a Cybel Grenade launcher, which is great for ignoring cover from distance, or instead you can take the Radwave Emitter (a short ranged radiation-based weapon), which is super short ranged (flame template style weapon). Taking the latter really puts the unit into the role of wanting to get close to the enemy and nuke them at close range.

The Radwave Emitter will do a ton more damage, but the thing about this game is that you can't just run up close and shoot an enemy unit unless they're suppressed (or you're coming at them from behind) or they'll generally defensive fire your unit to death. So taking the Radwave Emitter means that the unit can definitely come in and lay down a killing blow, but while you're trying to get that enemy unit suppressed and firing from a distance, the unit won't be putting out as much suppression (as the model with the Radwave Emitter is going to be out of range).


• The Tempest Elites weapon options have the biggest impact on how the unit plays of the three. You can have them equipped with the standard Ravager Pulse Cannons, and then have up to 1 model take a Coriolis Energy Launcher as a 'special' weapon in the unit. This is a pretty straightforward, if massively deadly, layout. But instead, you can give the entire unit Hellstorm Energy Launchers. This is the same wapon on the sprue as the Coriolis, but internally the gun is supposed to be rigged differently...when the unit all has Hellstorm launchers, think of the Wraith Tank from Halo, how it fires massive energy charges that arc high and come down smashing a wide area...that's what the Hellstorm does. It is incredibly, incredibly deadly, but when fired indirectly, the target has a chance to jump out of the way if they'd like...but doing so means you (the firing player) gets to move that enemy unit up to 3"...usually right out of cover. Naturally the Hellstorm option is a LOT more points.



This message was edited 1 time. Last update was at 2015/04/14 19:39:03


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze


Love the red scheme

The wrist is a definitely valid criticism, although I agree that I think it's more that particular photo angle - seeing these from above as they will be on the tabletop it will not be very noticeable. I didn't even notice it at all in-person, as lego had a few to show off at LAST AdeptiCon... that's how long all this has been cooking so I can't wait to see what he's had created since then!

Since these are from HIPs I fully intend to convert them up into a variety of poses, though, and the Tempest heavy weapon troopers are my favorite models so far... although I have hopes that the robots will take that top spot once revealed.

This message was edited 1 time. Last update was at 2015/04/14 19:56:22


 
   
Made in gb
Longtime Dakkanaut




Nottingham, UK

They will. The robots are ranking right up there with Elspeth on Carmine dragon as 'nicest models I've worked on'. Especially the robots. They're massively fun to build and paint.

This message was edited 1 time. Last update was at 2015/04/14 20:25:19


 
   
Made in us
Never Forget Isstvan!





Green Bay, Wisconson

Ok.. you were right about Boss Monster, so I'm convinced

 
   
Made in gb
Novice Knight Errant Pilot






winterdyne wrote:
They will. The robots are ranking right up there with Elspeth on Carmine dragon as 'nicest models I've worked on'. Especially the scarecrows. They're massively fun to build and paint.


I'm assuming that the robots are the ones in this pic


but I'm rather more interested in the karist beasties shown, especially the big beastie in the middle bacground.


http://thelaughterofthedamned.blogspot.co.uk/
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Question:

Will this game feature any off-board support like artillery bombardments or strafing runs with aircraft? I love that type of dimension in a game, particularly a small skirmish game.

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 gb
Longtime Dakkanaut





I can not help but think 'Hello boys!' When I see that model now. Which I a shame as the rest of it is very nice!
   
Made in us
Heroic Senior Officer





Western Kentucky

 d-usa wrote:
 judgedoug wrote:
 legoburner wrote:
changing the angle to something completely different is a straightforward conversion if it bugs you that much.


It's not so much that I'm bugged by the sculpt, just bugged by the physical impossibility of a human being holding and firing a weapon with the wrist at that angle.


I don't find the angle that disturbing. It is a bit limp-wristed, but it reminds me more of the way that someone would hold a power-tool (chainsaw, jaws-of-life) rather than a gun.

Fluff wise the gun he is holding is more of an energy weapon rather than a projectile weapon (I might be mistaken there, so the writers can correct me if I'm wrong) so maybe there is not really much of a recoil to worry about. Without any recoil I would expect the front hand to worry more about holding and leveling the weapon and less about having a stiff wrist to brace against the weapon.

I dunno, I work with a chainsaw quite a bit and holding it that way is a surefire way to wear out your forearms. An experienced Sawyer would let it "hang" so to speak, like in the MG 42 and smart gun examples above. Its not impossible to hold a tool that way, but its damn inconvenient. Go to your nearest home improvement store and try to hold a chainsaw that way, its not comfortable. Instead, you would want to rest the weapon/tool against your thigh or waist and let that help you support it, with your left arm as straight as possible. This is more comfortable and lets you pivot the object more naturally, say to make an accurate cut, or in this instance, aim properly. It would also be a more stable stance for firing.

Honestly I feel that the Karists heavy troopers are the weakest of the range, with the regular karists not far behind . I realize Im in the minority here but I just don't quite care for them. Which is weird, because I love the dreamforge heavy troopers which are very similar (hell, the legs look the same) but think these guys are lackluster. I'll probably kitbash them heavily with the heavy eisenkarn bits to make them look better.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Fixture of Dakka





Runnin up on ya.

Edited by Manchu

Please start a thread in Dakka Discussions if you would like to compare miniatures ranges. Thanks!

This message was edited 2 times. Last update was at 2015/04/14 20:20:17


Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do 
   
Made in us
[MOD]
Solahma






RVA

Guys, let's please keep it on-topic. If you want to start a thread comparing miniatures across companies, please start one in Dakka Discussion. Thanks.

   
Made in ca
Regular Dakkanaut





Ottawa, Ontario

Quick question based on the fact that I will probably like the robotsand alien slaves alot more than the human models:

Will it be possible to make an army list that is primarily robots and little to no humans?

DC:80+s---GM--B--I--Pw40k09-D+A++/eWD-R+T(M)DM+

 
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

looks intresting, be good to see the more wider range when you finaly get some more stuff ready to show off.

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in gb
[ADMIN]
Decrepit Dakkanaut






London, UK

While I was airborne yesterday I missed a bunch of questions, so here they are and my apologies for the delay!

Da Stormlord wrote:
Will there be any conversion/ upgrade sprues?


This is a tough one - not initially. It is something that makes sense generally to increase the range of models available (additional poses, additional heads, alternate weapons, etc) but without accurate data on specific unit model demand it is too risky to spend what could otherwise allow us to create an entirely new sprue (or two) of models. As such, and at best, maybe in a couple of years but not in 2015 or 2016. Upgrade sprues are generally not something we are interested in compared to just making a sprue that can make multiple characters.

BobtheInquisitor wrote:will there be options for a PDFs art book or fluff bible during the kickstarter? I definitely want the novels in paper, but something like a codex would be a great way to get the gist of the setting quickly. Also, there must be lots of design artwork in your files that would sell the look and feel of the universe.

Our work is calling out for an art book and a PDF art book is certainly something I'd like to see happen at the very least. We will be filtering out art (and a bunch of other things) over the next year though and we want to keep a lot of it a surprise until we are ready to show it, just because we need things to keep everyone interested in the universe between the end of the kickstarter pledge period and the first release of non-kickstarter models so that we dont lose inertia.

Taarnak wrote:Out of curiosity: Who is the sculptor?

Not many companies credit their sculptors and I don't really understand why. Lol.


We've used a lot of sculptors and because these are digital, they usually pass through 3-4 hands each until they are ready for production. People dont discuss their sculptors because then other companies want to hire them too and a sculptor can only put out so many models per year so it can cripple smaller firms.

Davylove21 wrote:I assume that the ubiquity of shoulder pads in sci fi miniatures is to do with sculpting shoulders on multipart models.


The karist pauldrons started as a joke that we couldnt make sci-fi models without having heavily protected shoulders, but there is a practical reality to it in that the seam from the join on the arm is very noticeable if you just have fabric or skin, so if you want an arm that looks good and can be posed, it needs something to break up the connecting join with the torso, and shoulderpads are generally the least intrusive way to do that. Lots of strapping works as well, as does hard armour on the torso, but shoulderpads on those models are our preference (mainly because we like the general style and it lets us tie faction design DNA together in a clean way)

Accolade wrote:The Karis in some ways make me think of the Nod from the Command and Conquer games. I'm not sure why, and that mindset can obviously be dispelled once I learn more about the game, but it's sort of the impression I have right now. Maybe something between Nod and Menoth from Warmachine.


It's the bald guy giving off a Kane vibe

ClockworkChaos wrote:Haven't decided how a feel about the models yet but I love the universe and would like to get my hands on the story. Any approx of when the books will be out in soft cover? Will they be available to buy during the KS? I would really like to read them but I do not have a Kindle and with all the time I spend working on the computer during the day my eyes are not up to reading a story (no matter how awesome) on the computer at night.


They will not be in soft cover for quite some time, though if there are spares left after Salute we'll try and figure out a distribution mechanism so our earliest fans can get a copy. They are a very limited print run though.

Asherian Command wrote:Is there anything the community can do to support this project?


Positive vibes feed the creativity of the team and help motivate us all to work harder and better, so thanks to all for that so far. When we start seeing dioramas, paintjobs, tactics, battle reports, inspirational threads, etc once the models are out, that will be a massive part of our project and we cant wait to interact with everyone to help spread some truly beautiful work around the world. Right now, the main thing that the community can do to help is to spread the word to everyone - from threads on other wargaming sites to posts on facebook, twitter, etc. The more people who are interested in Maelstrom's Edge, the more likely we are to build critical mass to allow us to do some even more amazing things.

Vermonter wrote:
Hands attached to weapons is more important than hands attached to arms, in my opinion. Lego hands with weapons unattached look terrible; fitting hands to arms is easy, and works better for conversions.

Our unattached hands have almost no excess clearance - they are a piece of engineering beauty as you shall see

Vermonter wrote:
The legs being unattached to the hips is more fiddly, but having worked with Mantic's hard plastic enforcers, I'm getting more used to this. Their legs are independent for the same practical casting reasons as the Karist's. The main thing is that you make it very obvious which legs are optimal for which torso/hips, so there's no confusion / frustration in matching them up.

The karist trooper legs work with any of the hips - the hip piece is identical across all three. Much credit to our sculptors and engineers for that piece of lovely work. The legs are paired for aesthetic reasons, but any combination will fit together, though non-paired will look really weird, but might be good for some conversions such as injured models or part swaps with peg legs and things.

Vermonter wrote:
I also wanted to mention that I appreciate the conservative approach taken to posing in this first batch. No one has a foot on a rock, which looks ridiculous when you have 6 guys standing on the same rock in multiple units. I also am glad to see no running poses, just because the limited number you'd be able make (say, 1 or 2 at most) would cause the same problem of making every runner look the same. I say leave that stuff to conversions.

It was hard having to make that choice, but we went with it pretty much for the reasons you've identified. Our in house team have done some simple, fun and effective conversions to make running infantry, dead infantry and rock climbing models from the base kits and they all look pretty cool.

Vermonter wrote:From your talk of having improved since these first sprues were done, I take it you'll be launching with more than these, and are just holding some back for now?

Paradigm wrote:Are the three types shown the only sprues that will be the starter set, or will there be more?


We are getting close now, so I can exclusively reveal that there will be 8 distinct model types in the starter set. Of those, 2 are not yet production ready so will not be shown (other than in artwork form) before the kickstarter. Of the remaining 6, 3 you've seen and 2 share quite a few design elements but are visually distinct models with clearly different roles and weapons. As a result, there will be 3 more model types shown before the kickstarter as well as the artwork for the remaining two.

dragqueeninspace wrote:
(on pricing)
Why not compare to the ones who do? I'm thinking Dreamforge, KD, wyrd, perry and GW. Are you claiming you are a level above these in terms of casting? or that you don't want to compare on price (understandable with Perry, worrying at the least with KD)


We dont want to explicitly compare ourselves to any other companies as making direct comparisons requires explaining behind-the-scenes aspects of their business plans, costs and tooling methodologies to make a truly fair comparison, which naturally said companies wont be happy to see discussed! Our price point will certainly be fairly priced on balance with those behind the scenes details against all the companies you've listed though.

Check out our new, fully plastic tabletop wargame - Maelstrom's Edge, made by Dakka!
 
   
Made in us
Dakka Veteran




overtyrant wrote:
I can not help but think 'Hello boys!' When I see that model now. Which I a shame as the rest of it is very nice!


The knee pads + assless/crotchless chaps makes me laugh. Terrible armor design.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

 Grey Templar wrote:
Question:

Will this game feature any off-board support like artillery bombardments or strafing runs with aircraft? I love that type of dimension in a game, particularly a small skirmish game.


Not as a game-wide standard rule, no. However, where appropriate certain units will be able to call in the equivilent of an airstrike/bombardment. For example, certain Epirian characters have access to call in an Aerial Drone strike.

The reason its not a stock rule that everyone can use is because, I guess I have a different opinion than you on this, but when you have a game where you only have 20-30 guys in a force it doesn't feel right to me that HQ would allocate resources to lay down bombardments and/or send air support for such a small amount of guys...that stuff feels more appropriate (as a standard rule) in a larger sized game (like 80-100 28mm models or 6-10mm 'epic' style games, of course).


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in gb
Is 'Eavy Metal Calling?





UK

 yakface wrote:

Spoiler:

 Paradigm wrote:
The sprues do look neat, enough variety for the models you need and pretty crisp detailing. The Karists in particular look awesome, helped by their more unique aesthetic, but the Contractors are plenty nice enough.

Are the three types shown the only sprues that will be the starter set, or will there be more? And on a similar note rules-wise, it's been mentioned that the loadout choices can dramatically change a unit's role, is this to the extent that you could have 3 setups of the same unit with different weapons and have them function completely differently, or is unit choice still more significant than weapon choice?


Keep in mind that exact weapon rules for units are still theoretically up in the air based on the heavy playtesting we'll be doing post-kickstarter.

However, with that said, of the three units you've seen so far (Epriain Contractor Egineers, Karist Troopers and Karist Tempests) when it comes to how their weapon options change the role of the unit:


• The Contractor Engineers weapon options are the least dynamic. It is essentially just choosing whether or not to take underslung grenade launchers on their assault rifles for more points. The grenade launchers give them a lot more versatility (as they can fire either EMP or choke grenades), but increase the cost of the unit.


• The Karist Troopers have a couple different 'special' weapon options, but you can only have 1 of these special weapons (in a standard Karist Trooper squad). There is a Cybel Grenade launcher, which is great for ignoring cover from distance, or instead you can take the Radwave Emitter (a short ranged radiation-based weapon), which is super short ranged (flame template style weapon). Taking the latter really puts the unit into the role of wanting to get close to the enemy and nuke them at close range.

The Radwave Emitter will do a ton more damage, but the thing about this game is that you can't just run up close and shoot an enemy unit unless they're suppressed (or you're coming at them from behind) or they'll generally defensive fire your unit to death. So taking the Radwave Emitter means that the unit can definitely come in and lay down a killing blow, but while you're trying to get that enemy unit suppressed and firing from a distance, the unit won't be putting out as much suppression (as the model with the Radwave Emitter is going to be out of range).


• The Tempest Elites weapon options have the biggest impact on how the unit plays of the three. You can have them equipped with the standard Ravager Pulse Cannons, and then have up to 1 model take a Coriolis Energy Launcher as a 'special' weapon in the unit. This is a pretty straightforward, if massively deadly, layout. But instead, you can give the entire unit Hellstorm Energy Launchers. This is the same wapon on the sprue as the Coriolis, but internally the gun is supposed to be rigged differently...when the unit all has Hellstorm launchers, think of the Wraith Tank from Halo, how it fires massive energy charges that arc high and come down smashing a wide area...that's what the Hellstorm does. It is incredibly, incredibly deadly, but when fired indirectly, the target has a chance to jump out of the way if they'd like...but doing so means you (the firing player) gets to move that enemy unit up to 3"...usually right out of cover. Naturally the Hellstorm option is a LOT more points.





Thanks for that! Sounds like the weapon choices on some units will have a real effect, rather than 40k-esque 'like the rest of the squad's guns, but better', which is great. The 'special effects' on weapons, rather than just making them more killy against target type X seems like it'll be very cool indeed!

 
   
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 yakface wrote:
 Grey Templar wrote:
Question:

Will this game feature any off-board support like artillery bombardments or strafing runs with aircraft? I love that type of dimension in a game, particularly a small skirmish game.


Not as a game-wide standard rule, no. However, where appropriate certain units will be able to call in the equivilent of an airstrike/bombardment. For example, certain Epirian characters have access to call in an Aerial Drone strike.

The reason its not a stock rule that everyone can use is because, I guess I have a different opinion than you on this, but when you have a game where you only have 20-30 guys in a force it doesn't feel right to me that HQ would allocate resources to lay down bombardments and/or send air support for such a small amount of guys...that stuff feels more appropriate (as a standard rule) in a larger sized game (like 80-100 28mm models or 6-10mm 'epic' style games, of course).



Thats exactly what I was thinking of. And certainly not as standard but more of a special type of ability for certain models. Drone Strike is exactly what I would think would be common in a setting like this.

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