As we chatted about, sometimes you can look 3 turns ahead on consider if objective points can be scored with fixed movement values. Feeling the sting of your opponent making a great play or a great dice roll is at least mitigated by you getting to throw the next sucker punch. Or simply unit groupings in Firestorm Armada. We see this with DZC and unique battlegroupings. Be it Warlord^TM order dice or alternating, I think it gives some blow/counterblow to things. Instead of going into hyper-detail, I'll just point out a couple things that I think they nailed that stifles your game just being about who rolled the most dice. We spoke about this a bit with Beyond the Gates of Antares, which of course we are just coming off of a upswing of new and shiny feeling with. Now, you could say "well FCG don't you roll dice in pretty much every game, or use a randomized mechanic like card flips?" Yes, you definitely roll dice in pretty much every wargame, and you can't just have a game where purely strategy decides every single thing, because with no chance to decisions it would be pretty boring. ![]() I'll try to use examples to illustrate my point - but the main thrust of a dice game is you roll lots of dice and usually whoever rolls more and better wins the game. ![]() I heard this phrase first on Chain Attack a while back. What kind of game is Warhammer 40k? It is a dice game. If you love something, though, you should think about ways it could be better. This is not an attack on the game - I have a thousand 40k models in my basement, I love playing the game once in a while. Lets take a look at how the game functions, what are some strengths and weaknesses, and possible changes. Its one of the consistently updated rulesets, most people have played it, and it is in every shop. There will always be an elephant in the room, and for wargaming that game is Warhammer 40,000. ![]() I play a ton of different ones, so I have a lot of thoughts to draw on. I have generally tried to stay away from 'analysis' articles as that is what I do every day in my job, but lately I have been thinking a lot about what differentiates some of the games we play.
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