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Subject: So How'd the New Rules Go?

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Chairman7w
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03/05/2006 2:13 PM  
I liked 'em myself.

I thought games went much faster without tiles, and the max 8 limit also helped. All-in-all I think the changes were great.

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03/05/2006 2:17 PM  
I'd like to second this. The flow of the game has improved 100%. Also, the maps have brought a level of tactical complexity and flavor that tiles never did. Teleport temple anyone?

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03/05/2006 2:21 PM  
Kudos to WOTC for an excellent game that is maturing quite nicely. They get too much abuse for insignificant problemserrors (OMG!!! The Blue Wyrmling is not immue to electricity!!!), when in fact the big picture is quite bright.

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Thenameless
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03/05/2006 2:22 PM  
Maps look better, but as far as game comlpexity, I don't think that they can match tiles. One can master the nuances of every map, but a tile set-up is likely to be different every time. I prefer 12 figs to 8, but I understand that 8 is better for the 60 minute time limit of a tournament.

Haven't tested the "no speed 2 rule" yet.

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lalato
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03/05/2006 2:38 PM  
quote:
Originally posted by Thenameless

Maps look better, but as far as game comlpexity, I don't think that they can match tiles. One can master the nuances of every map, but a tile set-up is likely to be different every time. I prefer 12 figs to 8, but I understand that 8 is better for the 60 minute time limit of a tournament.

Haven't tested the "no speed 2 rule" yet.



I'm going to have disagree with the idea that tile setup is likely to be different every time. In my experience, tile setup ends up being almost exactly the same every single time. Even when two good players do the setup, it rarely ends up being varied.

Maps, at least, present the players with different scenarios. They can also exploit terrain features in a way that tiles can't. Teleporters, Pits, Smoke/Fog are great examples of this.

--sam

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LargeMarmot
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03/05/2006 2:42 PM  
I taught my gf to play with the new rules, something infinatly easier with the new rules and quick start guide. I'm very happy with the new game.

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03/05/2006 3:07 PM  
I like the new rules. The game I played Friday moved a lot faster and our new friends learned them a bit faster than the others. I like the maps better than the tiles but I hope that they offer new ones periodically. For my games I will probably keep the 12 figure rule if my friends want it though.

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03/05/2006 4:43 PM  
I like the rules. I understadn the focus on quicker play for competitions, though it aint an issue when I normalyplay - we like a game to go a couple of hours.

Though the 8 mini limit makes for a difference in play style, the no speed 2 is the biggest difference. It really makes the game a lot more interesting and makes a lot more critters viable for play :)

As much as I like the maps, I see myself getting fustrated on playing on the same ones all the time, and dont really like the idea of having to keeping buying maps as well as minis.

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True_Blue
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03/05/2006 5:32 PM  
So far I have been very happy with the new rule book. Hopefully in the future the game continues to evolve and it gets better instead of ever getting worse.

The maps do make for a quick setup tho, I like that. And more things in the glossary is very good...

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03/05/2006 8:01 PM  
Utter, utter fun.

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Fry
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03/05/2006 8:06 PM  
I got used to "no speed 2" a lot faster than I thought I would. And since I had to explain the game to two new people last night, I now know that it makes teaching the game much, much easier.

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Wish
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03/05/2006 9:59 PM  
I don't particularly like the no speed 2 rule, having played with it. A lot of the strategy and manuevering that used to go into keeping your warband in command has just flown out the window.

lantern314
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03/05/2006 10:43 PM  
I like them. There was less forgetting. I also had more tactical flexibility.


johnny.quest
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03/05/2006 11:40 PM  
quote:
Originally posted by Wish

I don't particularly like the no speed 2 rule, having played with it. A lot of the strategy and manuevering that used to go into keeping your warband in command has just flown out the window.



In my experience, those who let keeping the warband under command fly out the window were very sorry once it came time to morale check (particularly when they faced off against the Warpriest of Moradin). I think the new rules rock, and maps are way better than tiles.
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03/05/2006 11:53 PM  
quote:
Originally posted by johnny.quest

quote:
Originally posted by Wish

I don't particularly like the no speed 2 rule, having played with it. A lot of the strategy and manuevering that used to go into keeping your warband in command has just flown out the window.



In my experience, those who let keeping the warband under command fly out the window were very sorry once it came time to morale check (particularly when they faced off against the Warpriest of Moradin). I think the new rules rock, and maps are way better than tiles.



Nice point.

I think that only having to check being under command at critical times (rather than at every moment of the game) makes for much smoother play.

Cheers!

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greyhaze
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03/06/2006 12:07 AM  
I really enjoyed the new rules.

The maps made set-up so much faster for a tourney, in which an hour seems like not enough time.

I didn't miss the extra 4 activations.

No speed 2 makes for a faster and less complicated game.

New spacial counting rules also were easier - everything cuts corners except movement = easier to understand and explain (except to older players that haven't checked the new rules out).


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Low Key
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03/06/2006 4:00 AM  
Indeed, the new rules run smoothly. Especially the 8 figure rule makes me happy. I never really liked moving around 4-6 fodder pieces first, just to get activation advance. With two people doing that, 8-12 activations before the interesting part begins...Blah.

I like the maps as well. It speeds up the game as well, allows some planning before the game and it looks great to boot. Plus I've already used a map in RPG, and will definately do so in the future as well.

The smaller adjustments to the rules are a nice touch too, stuff like incorporeal now working like conceal and other minor changes are good for the game as well. The rulebook makes more sense as well. The old one from Aberrations wasnt that good, with bad layout. Now it makes a little more sense, and it's easier to read.

Overall I'm very happy about the new rules, good work WotC!

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XAos
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03/06/2006 9:45 AM  
There was a lot more wide out-flanking attacks being made. pre-wardrums that would have resulted in units bogged down at speed:2.
A distinct improvement in the games tactics...

quote:
Originally posted by Low Key
The smaller adjustments to the rules are a nice touch too, stuff like incorporeal now working like conceal and other minor changes are good for the game as well.

Thats for sure. With the old incorporeal rule, I was always stopping to check the exact wording of who rolled what.[:p] We ran Sacred Watchers at the pre-release without checking the rulebook even once.

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SLC, UT

03/06/2006 9:51 AM  
New rules are spiffy!

Anyone who thinks that tiles offer require greater tactical ability to play obviously missed playing on the Teleporter Temple. Even with this layer of complexity added the matches overwhelmingly went faster which is a good thing.

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Grim
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03/06/2006 9:53 AM  
As someone who has only skirmished a handful of times, I was able to hit the ground running right out of the box with the new rules and maps.

This is how it should have always been.

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monster_slayer
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03/06/2006 9:55 AM  
I like the new rule, especially the change for vulnerability, the way it should have been all along.

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Janos M.
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03/06/2006 9:57 AM  
I think the new rules are great.

And I love the new maps, allthough the Broken Demongate makes the "Gatedefender side" much stronger then the "Demonside".

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greyhaze
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03/06/2006 1:34 PM  
quote:
Originally posted by Janos M.
And I love the new maps, allthough the Broken Demongate makes the "Gatedefender side" much stronger then the "Demonside".



I agree, but scoring victory points for the Gate Defender was a lot harder IMO. Also, most battles almost always took place in that center breech. I tried twice to go around only to end up back at that center.


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frogrodeo
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03/06/2006 1:56 PM  
I think the new rules worked very smooth. We have been playing with 8 figs and maps locally for a couple of months now, and I think adding the new rules changes to that has worked for the better. Considering the 1 hr time restriction, I think it is better for the game.

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Grim
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03/06/2006 3:21 PM  
I too found that most fights took place in the breach but that you had to careful for the VP Grab through the bottom gap. With only four figs in my band during the release tourny it was hard to lose off all the avenues.

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03/06/2006 4:55 PM  
One thing to keep in mind is that the new setup rules are for sanctioned games, and don't preclude ever again using larger figure limits or tiles in non-sanctioned events or casual play.

I went to back-to-back WD events over the weekend, and the new rules helped things go very smoothly. As frogrodeo pointed out, MN players have been using maps and 8 figs for a while now.

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03/06/2006 4:57 PM  
It seems like with the tournament reports that things have went a lot smoother with the new rules. Thats good, considering we're also getting a lot more abilities that need clarifying, etc. It helps if the "regular" game is pretty simple, and all the extra thinking comes from new cards/peices.

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03/06/2006 5:21 PM  
Normal movement "No speed 2 for OoC" works great for most warbands but as always ranged and mage bands suffer a hit. Archers and Mages can be based much faster.

In my Wardrums release tournament matches being out of command allowed quite a few of my oppponents figures to get in trouble and make moral checks and fail. I think a Khumat and Hill Giant Barbarian failed moral checks against my forces because of lack of supporting commanders. The Khumat ran off the board after his commander died and the Hill Giant lost his Tiefling commander in a 1st turn fireball.

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