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Wargaming / Re: Star Wars: Rebellion
« Last post by JudgeDredd on Today at 10:56:25 AM »
Thanks  O0

My daughter is playing the rebels and I have to be honest, doing a better job than the rebel player in that game - though we are 3 turns in, haven't engaged in combat yet AND been playing wrong (when she activates a system, she's been putting a Loyalty marker down - giving her more units each "even" turn).

She might be a bit disheartened when she finds out how carefully tactical she has to be - she likes battles  ;D
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Wargaming / Re: Star Wars: Rebellion
« Last post by Silent Disapproval Robot on Today at 10:27:35 AM »
It's supposed to be asymmetrical.  You've got to husband your units until you've built enough to do some hit and run raids against weaker systems.   The main thing is that, beyond the starting leaders, Rebel heroes tend to be much more capable than the Imperial ones.  Use them to conduct missions that get you closer to being able to play objective cards and which tie down Imperial units by forcing the Empire to respond to your missions by playing one of their leaders in a system with a lot of Imperial units so they can't move.  And remember if the Impies get too close to your base, you've always got access to the card that lets you relocate to another planet.   
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Wargaming / Re: 2GM Tactics
« Last post by WargamerJoe on Today at 09:52:53 AM »
Also realised I can't see the "Parachute Ability" defined anywhere. I mean, I can guess, especially when cross-referencing with the C-47 Skytrain etc.. cards, but would be nice to have it laid out properly somewhere :)

So there are rules for 'Paratroopers' on P. 17 of the main rule-book that have been lumped in with the Air Combat rules. Problem so far is that none of the cards in the base set (haven't extensively checked the other expansions) have the 'Paratrooper' keyword naturally, and the 'Paratrooper' card assigns the 'Parachute' ability, which I'm guessing is just a mis-translation.

The card also doesn't specify that the unit has to be in your hand, but then it wouldn't work otherwise. Think my OCD is just triggering slightly here as I play a few other card games where clear definitions matter in terms of mechanics/interactions. I play with plenty of people where, if it's not in the rules, it's open to interpretation (the kind that prevents me from doing what I want to do!).
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Wargaming / Re: 2GM Tactics
« Last post by WargamerJoe on Today at 08:16:49 AM »
Haven't gotten a game of this in yet, trying to digest everything and find someone to play with (haven't wrapped my head around the solo rules so don't really want to lone wolf this).

Some things could have been explained better - I had to look online to confirm how the turn sequence works - that one person does all the phases as their turn, and then the next person does all the phases, and so on. Wasn't explicit.

I'm also having trouble figuring out how attacking the HQ works in Battle Royal (or any mode, I guess, but BR has HQ kill as the win condition). Anyone had any thoughts on this? Salient questions for me are:

* Can the HQ be attacked from range? That would make it within reach of some of the powerful arty units without much difficulty.
* Does it count as being on a line of its own for the purpose range counting, or is is part of the deployment line?
* Is this laid out in the rulebook and I'm just not finding it?

Just experimented with putting a US and a German deck together. I've played a few card games before but not one that uses a points system for deck-building. Couldn't visualise how many cards a typical 120 point deck would consist of. It's less than you think!
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Forum-Based Games / Re: Age of Steam game
« Last post by rstites25 on Today at 08:11:41 AM »
l'amour is up to deliver goods, I believe.
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Wargaming / Re: Star Wars: Rebellion
« Last post by JudgeDredd on Today at 08:06:30 AM »
So - quick question...

...is it just me or does the Rebel Alliance have a bugger of a job in this game?
  • They don't get loyalty automatically when activating a system whereas the Empire does (well - subjugation)
  • They start off with only one system with units on it whereas the Empire has MANY
  • If they want to transport units out of their Rebel Base, they have to do it in an adjacent system - giving up the base (just about) - unless they get a Mission card that helps them
  • Because of the layout - the Empire gets lots of units - initially at least

Watching a video of two people playing, and the Rebel player is really struggling and the Empire player is letting her off with a fair bit



They just seem a bit hobbled - in terms of startup and numbers. I guess that's how it is in the universe though.
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Wargaming / Re: LnL - rules and difficulty
« Last post by mirth on Today at 07:26:40 AM »
Nah, it's not you, the rules really do seem complex. Particularly the rules as they were prior to being rewritten. LnLT

I wouldn't say complex so much as poorly written. And I'm not knocking LnL. I own a bunch of the games and I love the WaW system, but the rules were always the weak spot, imho. I was glad to hear they were being rewritten and cleaned up.
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Role-Playing & Adventure Gaming / Re: New Star Trek RPG on the way
« Last post by Nefaro on Today at 07:08:58 AM »
Looks like pre-orders for this start in a couple of weeks. I'm still not 100% sold on the game yet. I have signed up to play it at Origins so more thoughts to come.

Of course, I will buy it and all of the accessories. I mean, it is Star Trek. And just take a look at that Worf mini!




They're beginning shipping of the Conan core book this week, and are supposed to have them all shipped before two more.  So I imagine efforts will begin switching over to filling out the Star Trek line after that.

If you're concerned about Modiphius shirking on the amount of content, I don't think you have much to worry about.  After seeing how packed full of stuff their previous 2d20 system core books are, and the huge amount of densely packed 'splat' books they create alongside, I'm sure they'll cover an immense amount of the setting.  I'm impressed with the amount of writing done for Mutant Chronicles 3rd, and a similar quantity being done for the Conan line, too.  8)

The 2d20 system is also pretty cool.  I'm curious as to how it will be adapted to Star Trek, but it should fit pretty well.  Especially considering it already has implementations for crewing different positions on vehicles/starships, as one notable facet.
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Wargaming / Re: LnL - rules and difficulty
« Last post by panzerde on Today at 06:30:30 AM »
I do tend to overthink rules and start looking at (or creating) grey areas.


Nah, it's not you, the rules really do seem complex. Particularly the rules as they were prior to being rewritten. LnLT is one of those games where the rules cover a lot of things you aren't going to encounter every turn. Once you start playing it and get the core mechanics down it is really pretty easy and fast to play.


The best way to learn it really is to have someone play it with you. You can grasp it in about five minutes, and then use the rules for clarification. I'm happy to hop on Vassal sometime and show you, or lean on Barth, who actually made those Vassal mods.

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Role-Playing & Adventure Gaming / Re: New Star Trek RPG on the way
« Last post by bbmike on Today at 05:23:25 AM »
Looks like pre-orders for this start in a couple of weeks. I'm still not 100% sold on the game yet. I have signed up to play it at Origins so more thoughts to come.

Of course, I will buy it and all of the accessories. I mean, it is Star Trek. And just take a look at that Worf mini!

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