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Made in us
Longtime Dakkanaut




Spent a few days preparing with the rules ( and asking a few questions here!) and got to play it for the first time Friday.

*Key note, as with all minis games the first time playing there are millions of mistakes in play so those might be represented here and just a failure for our group in understanding the right rule

The Good:

Overall, I liked it more then Gates of Antares. It felt a bit faster, easier to pick up and go and I did feel the epic 40k inspiration.

I did like the system for seeing what you need to hit, though its the same as 40k pretty much so wasn't anything hard to grasp.

The examples in the book are wonderful as they really make it clear on how things work.

The damage system is also good as it speeds it up not needing to roll armor saves, just got to hit and wound.

With only backing it for rules, I can see how the box will add a lot more value and play experience with mission cards. The stat cards online are also really great. One of my favorite parts.

Templates are cool and deadly! I liked how it does X amount no matter what, then the blast does more. Very good effect. I like how the grenade launchers suppress also.

Command to remove ST is a great ability and I really like how the

The Bad:

It desperately needs a quick reference sheet like how most minis games have, and to really blow it out of the park, a page number by the rule for easy reference. I was told this is in the works, but I wanted to state it for the sake of completeness.

The amount of variation. I know its very new and this isn't an already established company for years and years with a large team, but it needs more units and factions bad. I like the two, don't get me wrong and for the first few games I can see not using all the unit as you don't want to get over whelmed but after the first few games I can see it getting really stale fast without more options

A weapons table. I did this myself in excel for each faction. A lot of copy/paste of weapons from book into it to make a sheet for reference. I get that many weapons are only on a few pages, but the less book flipping I need to do and the more I can just reference on single sheets the better. It really saves time

Close combat. I mean this in the most constructive way, but it is horrible. Please correct me if I'm wrong though as id rather know if we screwed it up that bad. Melee shots should just be a characteristic on the stat card. Speed +str+will halved rounded up? That's insane. Yea its easy math, but its so highly unneeded to be a formula each time I want to melee. Its a huge turn off from ever using melee or melee units. I know no other game that makes you calculate how many attacks you get in such a complicated way, and would never want to play it. Just add that column on the stat card please. Also in the example on page 63 with the green arrows, I'm guessing I roll each of my guys separate to see if they kill the guy in base contact? Or do I just roll all of them and they take saves, then if any guys left they fight back. What about guys in the unit that were not in base contact for close combat? After the defensive fire do they sit there if no one is in base contact? Trying to understand it better.
   
Made in us
Longtime Dakkanaut







It does seem like the first thing a person is going to do is go through the unit cards and write down the value of (EVS+MAS+FOR)/2 as an extra column in the stat block. I think the only hassle is that the Kaddar Nova's Kinetic Boost option means that it ends up with a 4(5) and you want to make a reminder note that it gains a point when its EVS doubles, although it's going to be less common for it to matter for that model.

Also in the example on page 63 with the green arrows, I'm guessing I roll each of my guys separate to see if they kill the guy in base contact? Or do I just roll all of them and they take saves, then if any guys left they fight back. What about guys in the unit that were not in base contact for close combat? After the defensive fire do they sit there if no one is in base contact? Trying to understand it better.


You have to resolve the steps in order, but you're still resolving everything as the whole unit vs. the other whole unit. So casualties from defensive fire are still going to be done using the main shooting rules (pages 52-56): The player getting shot at chooses who gets removed as a casualty unless you've got a special rule like sniper which says otherwise. Likewise, close quarters combat is still just shooting (pages 52-56) with a few extra rules, so it's also resolved as the whole unit vs. the other whole unit, not model vs. model. In other words, "the target of the charge" is the enemy unit, not any particular model.

As far as base contact goes, the rules don't actually care aside from two points:
1. The first moving model has to make base contact in order for the charge to succeed.
2. Everyone else in the unit must make base contact if physically possible. There's no penalty or downside if a model isn't able to make base contact.

Theoretically, I think that means that you'd see a few silly or absurd combat results if had huge, table spanning Ork hordes charging units, where the models in the back of the mob would be making their CQ shooting even though they're nowhere near the enemy unit. But I don't think the rules are intended to apply to huge, table spanning hordes yet. The biggest unit I've been able to make out of the current cards is pack of six angel minnows, with a lot of the other units being able to put five models together, so at worst that's something for the future to address if the game size expands.

Edit: And, after double checking the unit coherency rules, the requirement to be within 3" of the squad leader in order to be in coherency, and the requirement that the charge move ends in coherency to be valid put a really big limit on the situation getting out of hand.

This message was edited 2 times. Last update was at 2015/12/06 21:15:01


 
   
Made in us
Longtime Dakkanaut




So it makes close combat the slightest bit better. so for example if 3 karist troopers charge and get into melee, your getting EVS3,MAS2,FOR1 /2= 3x3 = 9 melee attacks in total provided they all lived. But yea, this needs to be written on the card. Even for the Nova like all other stats you put its base then (X) where it would be if he used the reactor ability
   
Made in gb
[DCM]
Producers of Maelstrom's Edge





London and Los Angeles


Glad to hear you liked it overall!

As for the issues you had:

str00dles1 wrote:It desperately needs a quick reference sheet like how most minis games have, and to really blow it out of the park, a page number by the rule for easy reference. I was told this is in the works, but I wanted to state it for the sake of completeness.

The first one will be a weapon/summary page for each faction (so all the weapons for the Epirians on one side of a page and their unit abilities on the other side, and the same thing for the Karists). Then we'll also be putting out some form of summary checklist with reference page numbers for stuff that has multiple steps (like a round of shooting or setting up to play a game, etc.).

A weapons table. I did this myself in excel for each faction. A lot of copy/paste of weapons from book into it to make a sheet for reference. I get that many weapons are only on a few pages, but the less book flipping I need to do and the more I can just reference on single sheets the better. It really saves time

Yep, we are definitely working on those right now, and should have them out before (or close to the same time) the models ship out, at the very latest. We'll post a KS update when they're ready as well so you'll know to go and find them on our website.


The amount of variation. I know its very new and this isn't an already established company for years and years with a large team, but it needs more units and factions bad. I like the two, don't get me wrong and for the first few games I can see not using all the unit as you don't want to get over whelmed but after the first few games I can see it getting really stale fast without more options

We hear you loud and clear and internally we all feel the same way. We love variety in both factions and variety of units within each faction. However, the reality is that there is no magic button we can push to make this happen. Especially when making hard plastic models, there are no shortcuts in the time it takes to design and produce them. The only reason why it can sometime seem like bigger companies are able to crank out tons of plastic models is because they have this massive backlog of stuff they're working on at any given time, so you'd never actually know how long the kit actually took to make from the ground-up. Ultimately, all I can say is that we know its an issue, and we are working to make more models, but there isn't anyway we can make production go any faster than it takes.

When it comes to different way to field a force with a single faction, as we do get more models out the door, we will constantly be trying to address giving players more options on variable ways to build their force. The Epirians, right out of the box, do a much better job of allowing for multiple builds, because of the Scarecrow being able to be taken as a Command unit if desired, and in general their units having more flexibility of unit options. While we definitely would have loved for the Karists to have this same kind of flexibility with its initial forces, we also didn't want to force rules onto models/units that didn't make sense with the background that they had been developed with. We are keenly aware that the Karists in particular have limited ways to build a force, and are specifically looking to come out with models for them in the future that will help address this somewhat.

It is also a long-term goal to hopefully create models akin to special characters in 40k or casters in Warmachine, where taking them in your force will kind of give your force construction a twist, and some of these characters might also have their own 'faction objective' (to replace the faction's standard faction objective), which means that a force led by that character will also have slightly different goals than when playing the 'standard' version of that faction.


Close combat. I mean this in the most constructive way, but it is horrible. Please correct me if I'm wrong though as id rather know if we screwed it up that bad. Melee shots should just be a characteristic on the stat card. Speed +str+will halved rounded up? That's insane. Yea its easy math, but its so highly unneeded to be a formula each time I want to melee. Its a huge turn off from ever using melee or melee units. I know no other game that makes you calculate how many attacks you get in such a complicated way, and would never want to play it. Just add that column on the stat card please.

This point was brought up during playtesting as well and it was a tough call as to whether or not we wanted to add a melee attacks characteristic at the last second or not. The reasons this 'issue' even exists are because this rules system places much less emphasis on CQ fighting than you see in, say, 40k. On top of that, when firing pistols in CQ fighting, you still use the SHO characteristic of the weapon (not the model's stats at all). Combining those two factors, we initially thought, that there was much less of a need for a dedicated melee attacks characteristic, so went with a more simplified characteristic profile, that didn't include a dedicated melee attacks characteristic.

The other positive benefit of doing a calculation based of off the model's characteristics to get a # of melee attacks is that when a model's characteristics are improved or reduced, that naturally increases or decreases the amount of attacks they make with melee weapons. For example, large models (like a Hunter or Angel) that have a high 'FOR' characteristic, will slowly lose a 1-2 attacks as they suffer damage and lose their 'FOR'. Similarly, when the Kaddar Nova uses his Kinetic boost to double his 'EVS' this can give him additional melee attacks (which makes sense, as he would be moving way faster than normal in that case).

Of course, we also could have simulated similar effects even with a dedicated melee attacks characteristic simply by specifically writing them into those particular rules (saying that models lose a melee attack when they lose 'FOR' and/or giving a Kaddar Nova +1 melee attack when using his Kinetic Boost). If/when we ever get to a second edition of the rules, a melee attacks characteristic will definitely be at the top of the list of things to consider revising/streamlining.

In the meantime, perhaps on the next printing of the unit cards we will look for places to add a 'base melee attacks' for reference.


Also in the example on page 63 with the green arrows, I'm guessing I roll each of my guys separate to see if they kill the guy in base contact? Or do I just roll all of them and they take saves, then if any guys left they fight back. What about guys in the unit that were not in base contact for close combat? After the defensive fire do they sit there if no one is in base contact? Trying to understand it better

CQ fighting in this game is much more abstracted than some other games you might play, especially the current edition of 40k. Solkan did a really good job of highlighting how it works, so I'm not going to repeat most of what he already wrote. To answer your specific questions: base contact doesn't matter much at all in this game, except where it is specifically mentioned. So while you must attempt to get your models into base contact when charging, if some models end up not being in base contact (due to defensive fire or just not being able to reach), it makes no difference. In our "mind's eye" we can imagine that the two units are fighting in close quarters, even if the models themselves are not specifically in base contact with each other.

But yeah, there is no pile-in or anything like that. If neither side retreats after the CQ fighting, the two units sit where they are. Being that movement and facing are such a big deal in this game, any rules we tried that allowed additional movement after a round of CQ shooting ended up being just too powerful. Ultimately, since the game is alternating activation, if you end up wiping out your foe with CQ fighting and your unit is left in a bad position, then it behooves you to activate that unit ASAP in the next turn and move them to safety immediately!


solkan wrote:Theoretically, I think that means that you'd see a few silly or absurd combat results if had huge, table spanning Ork hordes charging units, where the models in the back of the mob would be making their CQ shooting even though they're nowhere near the enemy unit. But I don't think the rules are intended to apply to huge, table spanning hordes yet. The biggest unit I've been able to make out of the current cards is pack of six angel minnows, with a lot of the other units being able to put five models together, so at worst that's something for the future to address if the game size expands.

Edit: And, after double checking the unit coherency rules, the requirement to be within 3" of the squad leader in order to be in coherency, and the requirement that the charge move ends in coherency to be valid put a really big limit on the situation getting out of hand.

You've totally nailed it. These rules were written specifically to cover small 'fire teams' of 1-6 models per unit. There is no plan to ever really go beyond that with this ruleset (because, at the very least, the 3" coherency from a squad leader model would break down pretty quickly once you had bigger units).

So a lot of times we were looking to add rules to prevent abuses that could occur from stringing out huge units of models and then we had to remind ourselves: because we're dealing with tiny squads and have a pretty restrictive coherency rule, we ultimately don't need to add a lot of preventative measures into the rules, because those restrictions are naturally in place already!

   
Made in us
Longtime Dakkanaut






 Spiral Arm Studios wrote:

We are keenly aware that the Karists in particular have limited ways to build a force, and are specifically looking to come out with models for them in the future that will help address this somewhat.


This is nice to hear, as the Karists are my favorite models so far. Personally, it feels to me like the highly protean Angels could use a mid-range ground-based beastie to fill them out. Right now you have "little" minnows and then the gigantic Angel with nothing in-between. I happen to like the Angel designs quite a lot, partly because they don't really have any direct analogues with already established alien miniature lines. In all honesty they probably sold me on the game more than anything else. As models I still think they have more potential, though - it would be nice to see some models that take their shape-shifting, fluid forms in a more dynamically posed direction, as both the minnows and Angel look pretty "fixed" into their current forms. I do love the fact that the minnows have 3 different wing poses, not just one or two, as grouped together with all three wing positions playing out they look very animated. I think the Angel is a great design, but could benefit from a more active / varied pose. Its default perfect equilibrium looks a little like a 3-D model whose design has been finished but not posed yet.

Modification can resolve anything to any customer's personal satisfaction, but it would be nice to see some Angel units that, even in their basic posing, play up their mutable qualities and suggest more dramatic flowing movement.

Perhaps Karist trainers have taught their Angels to assume particular, weaponized forms and maintain them to fulfill specific combat purposes? I don't know how deep the current lore goes in terms of what Angels can and can't be trained to do, but that would be another interesting area to explore. It's also something that could naturally evolve and change over time. I don't know how long the Karists have been taming Angels, but its entirely possible that they're still learning what their alien pets can do, and new innovations (and new models) could be added as they hone new skills and tactics. It would certainly be disappointing (and highly unrealistic) if the Karists had the highly alien Angels entirely figured out from A to Z. I get the impression that they're dabbling in something they don't fully understand, and I think that has more dramatic interest.

Fluff-wise, it would also be interesting further down the line if the Angels turn out to have more intelligence than they've been credited with, that they have been studying their captors all along, and that they begin to subtly reverse-manipulate the Karists in ways they don't detect. Could be a bit of a fall-from-grace theme if the Angels begin emulating the more ruthless aspects of human behaviour, having learned it from how they've been treated by their masters. There is a Ray Bradbury story about a telepathically sensitive Martian who is influenced by the powerful thoughts of a human priest to such an extent that he is forced to visit the human priest's church on Mars every Christmas and assume the image of the Messiah for him, despite not wishing to and in fact finding it painful to be held in that form. For his part, if I remember correctly, the priest knows the reality of what he is doing to an alien being, but he is so overcome with rapture at witnessing the Martian's psychic pantomime of Christ each holiday that he forces the alien to do it anyway. He knows the truth, but believes in the illusion with his faith anyway.

Regardless of how they might expand Karist ranks in the future, I just hope we haven't seen the last of these creatures. I still see a lot of potential - design-wise, story-wise, and in terms of strategy - in expanded Angelic permutations.

This message was edited 3 times. Last update was at 2015/12/07 04:24:59


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