Post by Silvertitan on Jul 9, 2019 9:07:26 GMT
Great game! We love it. Play Skirmish only. Use the "objective cards" from Wyloch, provides good dynamics. Mostly play with few units/equivalent warbands to keep things 1. Simple and 2. Balanced. Sweet to have a skirmish game playable in less then two hours. I am not into painting/building, play with models and terrain picked up at yard sales and/or crafted from various childrens games/toys. Perfectly playable, very pragmatic.
Some suggestions/comments (Skirmish):
Magic is slightly to powerful in Skirmish, makes the game sometimes to "wizard beats wizard from hidden far away"-oriented.
All the "hero abilities in the army lists" as in "unit within 6´´ gets XXX" are to costly and not that useful in Skirmish/not cost efficient.
Rules should state that Furious do not "include" AP (X) and such. Same need for clearification applies to Impact and Poison. Unclear as written.
Fire Breath: Once per round deal either D6 hit with AP(1) in melee or to one enemy unit within 12”. Does this ranged attack mean as in shooting? Or is it a spell that can also be used at the same time as charging into melee?
Upgrades and spells that gives like 2d6 auto hits (and equivalent) might be unbalanced in Skirmish/with fewer and often weaker units.
Does stunned units loose all of their abilities? Phalanx? Stealth? Spell effects?
Goblins: Mountain Troll at 95 pts seems wrongly priced
Havoc Warriors: Prices for Ogre, Havoc Troll and Drake-Centaur can not be correct. Should the Ogre have Impact(D3)? Ordinary Ogres have Impact(1).
Dark Elves: Upgrade K should be J.
Orcs: Upgrade K; Boss Hand Weapon (A3) +5pts is to powerful for the one model unit in Skirmish.
Ratmen: Upgrades D & F Death Ball Impact (2d6) are to powerful for Skirmish. Or are they not?
Undead: Skeletons have Wizards but no spell list. Ghost King has Command Group not relevant for Skirmish.
Wood Elves: Tree Revenant should not cost 180 pts.