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Playtest notes:

Mondays and Saturdays 6pm. Play in the league and just play for fun! This miniature strategy skirmish game is fast paced and fun! Tournaments are posted here.

Playtest notes:

Postby MadMAxJr on Fri Apr 10, 2009 3:48 pm

Looks like we got a lot of the new rules right. One thing I apparently overlooked.

Knocked down models no longer have a 360 front arc, they do not change facing, nor do they pick a new one when they stand up.
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Postby Naranll on Fri Apr 10, 2009 4:03 pm

Oh wow, thats going to take some getting used to. Were you able to verify the thing with knockdown grunts being able to stand up after a charge order is issued? It seems like that is supposed to be how it works but...
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Postby MadMAxJr on Fri Apr 10, 2009 4:30 pm

I'll scan the forums again at lunch for that. Lots of entries on unit movement.
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Postby MadMAxJr on Fri Apr 10, 2009 4:50 pm

From a PG board, in regards to KD / charge order:

Actually, the rules changed - if you have to run or charge, and cannot, you may Full Advance. Can't quote you the page, though - at work. But I remember that change.
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Postby MadMAxJr on Fri Apr 10, 2009 8:23 pm

Off one of the PG threads

Though it is not explicitly explained in the rules as they are written, as soon as the trooper regains In Formation status, the requirement to move towards the Commander is lifted.


This was a serious problem with people trying to charge.
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Postby GunDown on Mon Apr 13, 2009 10:32 pm

Am I going to have to learn how to play this thing all over again?
GunDown's Hate:
When GunDown fields an army all of his casters generate +2 Focus. GunDown sucks at hordes and therefore ironically, warlocks generate no extra rage and can never get a bonus from cover.
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Postby MadMAxJr on Tue Apr 14, 2009 12:29 am

Nice to see you back. Just head over to fieldtest.privateerpress.com and sign up. The mail system has some issues, and so far I've only heard you'll get your password back if you use something like yahoo mail or gmail. It sends mails from server.privateerpress.com which is not a listed DNS. So some ISPs block it outright.

Anyway, once you get in, you can get access to the PDF. Play a few games, and you can tell privateer what you like and don't like.
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Postby ccrossley4 on Thu Jun 25, 2009 1:03 pm

Well, I didn't make it in on the playtest, but I am reading the MK II rules now.

I have one thing off the bat that I wanted to double check with those that have played these rules.

I'm not seeing any match point restrictions on playing Epic characters. So I'm assuming that the restriction has been lifted. However, why assume when you can ask?

Is there any restriction on playing Epic characters other than number of warcasters and not breaking the unique rule?

Thanks!

Chris
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Postby Naranll on Thu Jun 25, 2009 1:50 pm

Nope, no restriction for point level for epix. Or alternatively, you can play your epix at any point level.
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Postby ccrossley4 on Thu Jun 25, 2009 3:11 pm

Naranll wrote:Nope, no restriction for point level for epix. Or alternatively, you can play your epix at any point level.


Thanks!

I didn't see anything, but I just did a quick once over. From YEARS of looking through HUNDREDS of rule books, I know that sometimes a rule can end up in an obscure section or paragraph. So I thought it was best to check.

I'll say that new point system is something! What are normal matches now...75 points?

The 500 point Khador team that I used for my last few outings now comes in at 27 points! Almost usable in a Duel!!! That leaves a LOT of room for the new "standard" game!

It will be interesting trying out new team builds under the new costing.

:D
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Postby Naranll on Thu Jun 25, 2009 6:21 pm

standard 500-750 point level games seem to fit in at about 35-50 pts. And fyi most of us are sticking to mark 1 rules til we get the official book in january. Not much point in learning mk2 wrong when they're just going to have changed things in a couple of months.
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Postby ccrossley4 on Thu Jun 25, 2009 6:46 pm

Naranll wrote:standard 500-750 point level games seem to fit in at about 35-50 pts. And fyi most of us are sticking to mark 1 rules til we get the official book in january. Not much point in learning mk2 wrong when they're just going to have changed things in a couple of months.


I appreciate the heads-up.

Although it was my understanding that any changes with the Mk II rules would be minor, like some re-wording for clarity and such.

With as little as I get to play (read "never"), I don't see a problem with picking up the gist of the new rules.

I am curious how those of you that tried it, liked it...or didn't. Any thoughts on the subject?

I've looked over the Khador and Cygnar cards that I used the most and have seen both good and disappointing changes.

On the disappointment side was the removal of Elite Cadre: Doom Reavers from Epic Orsus. The only reason I bought him was to lead my Doom Reavers along with Fenris. I'm not saying that Epic Butcher doesn't have other uses, but I bought him for the theme aspect. It can still work and, on the plus side, I no longer need to be playing a "750+" equivalant game to use the Epic Warcaster. So...give and take.

On the plus side are my Cygnar guys. I bought into Cygnar for the whole Storm Knight theme. I have (3) Stormblade units (minimum now), a full Stormguard unit, a full Storm Lance unit, and (3) Stormclads...not to mention other "lightning" filler like the Stormsmiths. I remember what a hassel it was trying to position these various forces and not hit each other with their differently named lightning attacks which could hurt other units that didn't have a particular name. I love that these guys now have Immune Electricity damage to simplify the mechanic. I also love that the Stormclad gets a little better upgrade when used with Stormblades.

I'm not sure how I feel about the new unit numbers for the Stormblades (6 or 10). I guess it's nice to have the option for the larger force, but it's a pain to buy the pieces unless they start offering Stormblades in blisters. With my (3) 6-man Stormblade boxes, I can now keep them at the (3) minimum units or (1) minimum unit and a maximum unit (with a leader and grunt left over).

I've also noticed that a LOT of Unit Attachements or Elite Cadres no longer allow for an additional unit to be fielded over the FA.

It will take some getting used to, but overall the changes sound fine.

Again, I'm curious what others think on the subject.

Oh, I'm assuming that the Retribution book and pieces coming out are going to be the Mk I rules. Has anyone heard if they might be dual-stated?

Thanks again for all the info from the frontlines!

Chris
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Postby GameCafe on Fri Jun 26, 2009 6:03 pm

I really like the fact your caster determines additional points that can only be spent on Jacks. I didn't like that a charge or attack from a unit around 50pts could desimate a 100pt Jack, yet the Jack could only take out a few units and the rest could try to pummel it. Now everyone will play a good number of Jacks (or just not use the points).

I also like how Jacks can still attack with their arms at one less die when their lost to damage. Makes up more resilient.

Alas the Canker worm was neutered. Mine was personally balanced by my poor dice rolling, but I can see where other people wouldn't be so nice.

I'm looking forward to it, but also enjoying the current rules while we have them.

Game Cafe


Tom
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Postby ccrossley4 on Fri Jun 26, 2009 7:26 pm

The way I see it...my Prime books and cards aren't going anywhere.

I can play either version or mix and match rules at home if I so choose.

Maybe I like the basic rules of Mk II (Unit Formation etc.), but I prefer the costing and abilities of Prime. No reason I can't mix these at home.

I realize that the tournament players could have a hard time since they might be FORCED into a ruleset.

As someone who has always preferred his casual games over "official" tournament games, I don't feel boxed into any given ruleset.

I look forward to playing both sets of rules.
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