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Subject: Is it good?

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Kumag
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11/16/2008 9:29 AM  
Strategy-wise, is it thought-provoking or a no-brainer?

Is it fun to play?

How does movement and positioning affect a game's outcome?

How much does skill and luck factor into this game?

How long do you think this game will last before it gets killed ala ddm skirmish?

I'm considering getting into this game competitively so if you have any first-hand impressions about the game please let me know if it is any good!

Thanks!

Successful int'l trades(39): UK, time-bandit, Darkfather, smetzger, Kithmaker, thedip, tev, minatoman38 x3, Tasmanian_Tiger, chaoticgood, Tysac, Maniacal Mini Monger x2, Brucemc, Schooly_D, GreyOne, mnpatsfan, -Lance-, Wraith428, Shadowlord, Thailfi, TheDoctor, Siddartha of Suburbia, Feratu, Zeoph, elfinboots, Thatoneguy, Avrivah, sam500, WakeXX, Darrell, sfgiants, tyngfumv, stephengroy, gaarew, Kensei, Monolthicus


Sirohk
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11/16/2008 10:29 AM  
Posted By Kumag on 11/16/2008 9:29 AM
Strategy-wise, is it thought-provoking or a no-brainer?

Is it fun to play?

How does movement and positioning affect a game's outcome?

How much does skill and luck factor into this game?

How long do you think this game will last before it gets killed ala ddm skirmish?

I'm considering getting into this game competitively so if you have any first-hand impressions about the game please let me know if it is any good!

Thanks!

Strategy-wise, is it thought-provoking or a no-brainer?
- From one Release event, tough to tell.  But there is definately a strong element of strategy required.  Need to know when to attack, to move, not to move, where to move to, use the Action Bar Cards, picking the right Action Bar Cards, using them at the right time, etc ...  The element of "tics" in time of when you go and have to wait to go again was pretty cool and a definate strategy to learn.Â

Is it fun to play?
- Yes.  I enjoyed myself as much as in a DDM game.  Same thrill of competition.  I did not particularly playing against play testers who knew the game inside and out, but even with a poor pull I held my own against them and only lost on bad dice (much like a DDM game).Â

I will be interested to see how well I do in a regular constructed game.  Of course I will have to get some of the better pieces to be competitive.  And righ now the really good pieces are going for bucko $ on ebay and at my FLGS.Â


How does movement and positioning affect a game's outcome?
- Movement and positioning can defiantely affect outcome of a game.  Block for weaker units / ranged attackers, having enough move to close on an enemy, getting into favorable terrain.  Current maps are all pretty much the same, so no big difference there.Â

How much does skill and luck factor into this game?
- There are definately elements of skill and luck.  Luck to have a good pull in a sealed event.  Luck in dice rolls (both in attacking and on defense).  Skill as to know what minis and action bar cards to play and what combos might work best.  Skill as to when to do certain things.  Skill in know your opponents strengths and weaknesses and how to best exploit.Â

How long do you think this game will last before it gets killed ala ddm skirmish?Â
- Not sure here.  We had 25 show up at the Release event.  Only 3 of us were regular DDM players trying it out.  The rest were all WoW player types, 5 of which were play testers of the game for the last 1.5 years.  So a strong support for the game, many of which said they will show up for regularly scheduled constructed (initially) tournyments.Â

I'm considering getting into this game competitively so if you have any first-hand impressions about the game please let me know if it is any good!
- I liked it.  I'm actually kinda of interested in getting some of the better figures, building my best army, and testing my salt against some of the best local players (one of which who might be one of the best in the world).  It definately from my first impression answers my competitive need in a game.  

What I did not like:
1) The figures staying attached to the bases.  Some just fall off and you loose track of Health.Â
2) Hard to turn bases when adjusting the Health.  Probably one should just keep track of Health with pencil and paper.Â
3) Getting Victory points just seemed a little out of wack.  It may have been just me and not playing enough (first time yesterday).Â
4) The high cost of the uber EPIC figures.Â
5) Two of my figures had broken parts on them (cape fell off one, an arm on another).Â
6) Paint quality of a very of the figures could be better for the cost most figures though are excellant).Â

Overall - A++ game.  I liked it and I paln to try it again.Â




Sirohk, the Bard of Heartstone
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wicked cool
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11/17/2008 7:50 AM  
any make good proxies for d&D?

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Kumag
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The Philippines

11/17/2008 7:53 AM  
thanks for the extensive reply, Sirohk! reading your post makes me more intrigued about the game. Coming from ddm skirmish where unit movement can reach up to 20 squares and even higher, didn't it feel a bit slow playing WoW minis with only a speed of 2?

As of now starters and boosters are not yet available in our area so I still have time to atleast try out the demo and see how this thing goes.

Successful int'l trades(39): UK, time-bandit, Darkfather, smetzger, Kithmaker, thedip, tev, minatoman38 x3, Tasmanian_Tiger, chaoticgood, Tysac, Maniacal Mini Monger x2, Brucemc, Schooly_D, GreyOne, mnpatsfan, -Lance-, Wraith428, Shadowlord, Thailfi, TheDoctor, Siddartha of Suburbia, Feratu, Zeoph, elfinboots, Thatoneguy, Avrivah, sam500, WakeXX, Darrell, sfgiants, tyngfumv, stephengroy, gaarew, Kensei, Monolthicus


XAos
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11/17/2008 8:34 AM  
Posted By Kumag on 11/17/2008 7:53 AM
...didn't it feel a bit slow playing WoW minis with only a speed of 2?
I have some partial answers to that.
1) Not everything is speed-2, e.g. A Frostsaber Prowler, with lycanthropy & a potion of speed, can move at speed-5.

2) The whole tick-cost concept seriously affects the tactics of movement in wow-minis. Movement only costs 1-tick. While attacks can cost up to 6-ticks. So if you want to move fast, you simply choose to not attack, and spend all your ticks on repeated movement. This is tactically similar to double moving in ddm.

3) Speed is not really an absolute value. It's relative, to the size of the map & the LoF for ranged attacks. ddm speeds may be faster, but so is the map size & LoF ranges. The difference between speed-2 & speed-5 in wow. is just as tactically significant as the difference between speed-6 & speed-20 in ddm.





Whatisinaname
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11/17/2008 9:31 AM  
what?   Movement doesnt cost ticks, and there isnt a double move.  Each figure either moves 2 or it doesnt on its turn, with a few exceptions who move faster.  Without attacks of opportunity there tends to be alot of movement.  There seems to be alot of strategy to this game yet easy enough beginners can pick it up and play for fun.  So far I have played about 20 games and balance wise seems pretty well done as well.  I wish there were some different maps, and the bases are hard to use, but they arent really necesary to play the game.  Overall I am pleased with how fast and fun this game is.  Was definitely worth picking up for me at least.

Sirohk
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11/18/2008 3:23 AM  
Yes, movement is definately different than in DDM.Â

Currently maps are about 10 - 11 hexes wide.  If you do not use an attack or instant that costs tics, for those without special movement, your mini can move two hexes each tic.Â

Also, most ranged attackers are in the range 2-4 hexes.  I do not have one, but there are supposedly some full map ranged attacks.  But Line Of Sight (LOS) plays a role in the WoW miniatures game like in DDM - you need LOS to attack with a ranged attack.Â




Sirohk, the Bard of Heartstone
Knight of the Rahshasa's
And Crusader of the Zakya, Ak'chazar, Naztharune, and Naityan Rakshasa's

Whatisinaname
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11/18/2008 7:46 PM  
Where in the rulebooks does it say you can pay ticks to get extra movement? Everything I have read and seen has said you can attack then move, or move then attack, or move and not attack.  Either way the movement is just 2 unless you have a special ability and it says nothing about it costing ticks.  If you dont attack or use an ability you do have to pay one tick to be able to play next turn, but otherwise I am confused at paying ticks for movement.Â

XAos
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11/19/2008 2:00 AM  
Posted By Whatisinaname on 11/18/2008 7:46 PM
Where in the rulebooks does it say you can pay ticks to get extra movement?

It's the result of actions you choose to take sduring a sequence of activations, not an way to extend one activation, e.g;

It's tick-3;
Ruby activates, attacks Gorebelly and moves away, so she's 5 hexes from Gorebelly (and will activate next on tick-6)
Gorebelly activates to move 2 hexes, but refuses to attack the adjascent Vindicator Hodoon. So that costs only 1 tick.
On tick-4;
Gorebelly again activates, moving 2 more hexes & attacking Ruby. (next activation @tick-7)
Functionally Gorebelly has moved 4 hexes & attacked. but paid 1 extra tick to achieve the result.

If needed a character could spend multiple consecutive ticks doing nothing but moving to cross the map much faster than a character who is attacking each time it activates. Tactically the result is very similar to a ddm figure using double movement. Which seemed the relevant way to answer a question comparing ddm-movement & wow-movement.


Whatisinaname
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11/19/2008 2:18 PM  
ok, thanks for explaining.  I see where you are coming from now.  I have played both games and you really confused me with paying ticks for movement.  I still dont understand comparing passing attacks to double move.  Especially since it isnt the movement that costs you the ticks.  You could essentially say that you dont attack and get triple movement.  Also some figs can attack every round and move. That is where i got really confused.
   Anyway thanks for explaining.  From my end I think that the way you have a timer for attacks and choices on how to attack or not really makes this a very strategic game. especially with a chance to upgrade or change your attacks through the cards.

portermj
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12/24/2008 10:18 PM  
Posted By wicked cool on 11/17/2008 7:50 AM
any make good proxies for d&D?


The figures are 40 mm scale which makes most of them about the same size as a large.  Not great proxies for humans, elves, dwarves, and gnomes.  But Tauren are passable classic sized Minotaurs.  Trolls could be a variant troll.  The void walker would make a good Large Water Elemental.  There is a figure that would be a good Air Elemental.  There is a good Winged Demon/Devil type figure.  There are also a couple figures that would work as Golems/Constructs.  The orcs are might work as variant Large Orcs.

The larger scale seems to translate into much better paint jobs.  If you can work around the larger base sizes any of them would be nice figures for a fantasy RPG.

My one compaint is that some of the figures are have the bent problem.  Especially with weapons.  If future sets used the clear plastic molding to hold long, thin weapons in place, it would really improve the line.

Do you like games John?
Absolutely!

XAos
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12/28/2008 8:07 AM  
As with ddm, bent weapons in wow-minis are easily fixable, either with a haidryer or a cup of boiling water.

The clear plastic wow-minis uses seems to be prone to break instead of bending. And you can't fix breakages with a hairdryer...
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