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Post by Fabricator General on Jan 25, 2017 13:36:28 GMT -5
After looking through the book a little bit, I will say that you definitely have lots of options, certainly enough that you can get lost in what you want to pick.
You can not just throw together a squad like you can in Frostgrave. The flexibility that allows you to field the capabilities of any fig you want, also means that you need much more time to assemble a squad.
I think its a great facet of the game that the flexibility and time that goes into character creation combined with the lethality of the combat mechanics means a greater investment in your team. If one of your team goes down and you can carry them off the table edge, they will basically be fine. If they go down and get left behind, then they are at risk of losing all the XP that they have built up. But even if they get killed outright, you can still bring them back as a clone, but they'll start over again at "book level".
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Spectre Senence
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Post by Spectre Senence on Jan 25, 2017 15:08:35 GMT -5
From what Ash talked about going in with a theme helps with the development of the team but yeah with the amount of options it is a bit of a lengthy process. The re-cloning does give a paranoia feel to it from the RPG but I also see it is a bit difficult to build a large amount of experience on characters as surviving is important as well as scoring for scenarios. Their playstyle though did develop into a realistic mechanism where a player is more likely to use models in the crew to drag off wounded models to ensure survivability otherwise you will be re-booting them back to 1st level again.
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Post by Fabricator General on Jan 26, 2017 13:53:57 GMT -5
I think a theme is critical, but fortunately they do start you off with some ideas. The game definitely does make you think differently. Even when you're thinking in "Campaign Mode" and you try to minimize injuries but when the game is over you count VPs and the bodies are recovered between games.
From what I've seen in this game, you need to get the bodies off the table _before_ the game ends or you really lose out.So this leads to games where the end score is 1 - 0. It seems like as soon as one person in your squad goes down, you have to shift your focus to first aid and evaccing your wounded.
But the stress of all that is balanced out by the "cloning" rule so that you don't need to make an entirely new character when you have a fatality, they only lose the XP that they've built up during the campaign.
I'm excited to put all this theory to the test to see how it really works out.
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Spectre Senence
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Post by Spectre Senence on Jan 26, 2017 16:19:33 GMT -5
It would make a great three part series
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spectreforeman
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Post by spectreforeman on Apr 24, 2017 13:44:58 GMT -5
I was able to go through creating a squad at the Complex yesterday then trying them out against Ben. There were some pretty crazy moments in the game and it was fun. It would of been a bit different if we were worrying about getting guys off the battlefield for a campaign. There was definitely a lot of page flipping between tables. Since then I have found that Osprey has a quick reference guide, character sheets and a FAQ/errata on their website to print out. These will be handy for anyone who wants to play. There is some stuff for Frostgrave on there too. ospreypublishing.com/gaming-resources/
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Post by Fabricator General on Apr 24, 2017 16:17:54 GMT -5
I'm happy to see that they finally got some refs up for download. For our first video there wasn't any docs like these. So we were working off of my handmade bodged together reference sheets.
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spectreforeman
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Post by spectreforeman on Apr 24, 2017 16:50:56 GMT -5
We just used the book. I looked for these today.
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