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Post by LoS Jaden on Apr 24, 2017 17:28:02 GMT
Congrats! Baldur2 in team formats sounds a lot better than in a solo event. Absolutely. The ability to look at your opponents lists and see nothing above PS 18 or so is a wonderful feeling.
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Post by LoS Jaden on Apr 25, 2017 3:46:18 GMT
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Post by macdaddy on Apr 25, 2017 11:56:02 GMT
Nice to see someone that shares my opinion and has had similar experiences to mine. SR2017 reminds me too much of 40K. Armies can comfortably sit back until much later in the game and you just have this boring staring contest happening while people position just out of threat because scenario is irrelevant until Turn 3/4. The CID reports where people win by scenario are mostly due to horrible mistakes that the opponent had while ironically trying to score points and gain board control.
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Post by jisidro on Apr 26, 2017 8:38:18 GMT
I foresee some more difficulties in melee vs ranged...
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Post by LoS Jaden on Apr 26, 2017 20:27:25 GMT
Yeah I personally think the 2017 SR scenarios are pretty garbage for the most part, I don't like the direction that they're going with them. Ah well. Well the Fulcrum CID is up, and boy does that thing look AWESOME. Sadly, they weren't last night, so I got in one more game with Menoth, Feora 3 into Mordikaar! druidsdice.blogspot.com/2017/04/battle-report-90-feora-3-vs-mordikaar.html
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Post by LoS Jaden on Apr 28, 2017 20:19:50 GMT
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Post by aznable on Apr 29, 2017 20:48:29 GMT
Being able to only place one stunt base was the first idea I had to reigning in the Throw abuse in Mk3. I personally did not like the "if we agree to this future board state, we just roll dice 3 times and now we are there". Not sure what the exact wording is for SR2017 though.
Thoughts?
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Post by ispyypsi on Apr 29, 2017 21:02:38 GMT
I'm one of the few that liked the no premeasuring era. Sure in tournaments or with something on the line you want to be as certain as possible and some nerds did math to get close anyway, but part of strategy gaming is dealing with the possibility of coming up short or being flat out wrong. If your opponent clocked himself out trying to figure out where to move then solid win for you I guess.
There is a happy medium I'm sure but honestly proxy bases should only be used to confirm an already declared move ooorrrr to help skorne players from breaking a horn or two.
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Post by LoS Jaden on May 1, 2017 2:48:35 GMT
Being able to only place one stunt base was the first idea I had to reigning in the Throw abuse in Mk3. I personally did not like the "if we agree to this future board state, we just roll dice 3 times and now we are there". Not sure what the exact wording is for SR2017 though. Thoughts? I agree that 100% mapping out your turn is something that is unsportsmanlike, but that falls into a completely different category than hard rules. I would personally be just fine with 3-5 measurement markers at a time. It feels like enough to map out a tricky placement or check to see if a multi step run works without giving you the leeway to map out your whole turn.
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Post by LoS Jaden on May 1, 2017 2:53:22 GMT
I'm one of the few that liked the no premeasuring era. Sure in tournaments or with something on the line you want to be as certain as possible and some nerds did math to get close anyway, but part of strategy gaming is dealing with the possibility of coming up short or being flat out wrong. If your opponent clocked himself out trying to figure out where to move then solid win for you I guess. There is a happy medium I'm sure but honestly proxy bases should only be used to confirm an already declared move ooorrrr to help skorne players from breaking a horn or two. I LOVED mark 2. I loved eyeballing distances, I loved developing that skillset. I was so infamous for this that people were taking bets in the Utah meta to see when I would ever screw up a 2" eyeball for engaging and shooting. The problem is, Mark 3 is a 100% premeasuring game. This is a complete change, and has changed the way the game is played - I feel for the better. I would be totally okay going back to control area measurements only. I would be totally okay with 100% premeasurement including measurement markers. I am not okay with arbitrary restrictions on premeasuring because Soles doesn't like the way it looks. I have three main gripes with this: 1) It inhibits the ability of people with less optimal spacial senses to compete on the same level as those who have them. 2) It will increase player conflict over measurement. 3) It will greatly increase the burden on TOs at events, requiring 2, 3 or 4 times as many staff to run big events at a time when Privateer Press has ALSO scrapped their Volunteer TO program. Whereas 100% premeasuring has the following problems: 1) Some people do not like it. 2) It doesn't look as pretty. To me, these are strictly inferior arguments, and the currently proposed measuring rules will make the game worse.
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Post by LoS Jaden on May 1, 2017 16:32:45 GMT
Proceed with caution: What follows is nearly 2500 words on how to make Circle work with the new SR 2017 rules, including advantages we have, obstacles we will need to get around, and a couple of sample lists tying it all together. Comment, Critique, and Question away, this is (hopefully) the genesis for discussion, not the be all and end all. druidsdice.blogspot.com/2017/05/circle-list-building-for-sr-2017.html
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Post by macdaddy on May 1, 2017 18:00:57 GMT
Great article! I share most of your opinions.
I have one issue, Loki. While he can consistently pull in Def12 or less heavies with a boost I continually finding myself in dicey situations relying on one dice roll (2 if you count needing to Dmg) as a large part of your attrition game is going to net you a few frustrating losses just because dice are fickle. I love Loki but he only hits about half the time for me even with boosting. This is due to horrible dice but I think it's defaniteley a weakness we need to be aware of and prepare for.
There are a good number of casters that mitigate this,
Tanith, Admonition and Roots of Shadow can be incredibly helpful for keeping Loki safe after a failed drag.
Krueger 2: TK is a fantastic way to pull Loki back after a failed drag and the Feat is fantastic defensively too.
Baldur1, Feat and Forest placement mitigate failed drags
Baldur 2, Def 14 (16/18 behind a wall) Arm 22 no knockdown means you can play risky.
Kayas for yo yo
Mohsar, pillar placement saves lives. Trust me.
Otherwise I think our lists are going to be pushing towards very mobile gunline lists. Khador is just going to suck and I think they are going to suck for everyone. SR2017 is really showing how undercosted thier jacks are. Mohsar plays incredibly well in to Khador but he can be really unforgiving if you commit. Luckily SR 2017 doesn't seem to care about commiting to much other than killing dudes so I think the match up gets better for him. Harky and Karchev with clam jacks is going to be awful though. Still can't figure out how to deal with the damn clams.
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Post by ForEver_Blight on May 1, 2017 18:25:21 GMT
Tanith, Admonition and Roots of Shadow can be incredibly helpful for keeping Loki safe after a failed drag. ... Affliction. Lowers def to help it hit and it automatically causes damage, no matter the dice or armor, and guarantees the drag. It might seem dumb to waste such a good anti-infantry spell on a heavy. but it works.
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Post by streetpizza on May 1, 2017 18:36:09 GMT
The solution to clams I think will be medium based infantry. You jam the clam with a model or two that it can't trample over and make use attacks to open up. After that its only arm 17 and ready for some hurt.
I really think that the devourer's host and the wolf sworn themes will be our keys to unlocking the Khador match up.
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Post by macdaddy on May 1, 2017 18:56:15 GMT
Tanith, Admonition and Roots of Shadow can be incredibly helpful for keeping Loki safe after a failed drag. ... Affliction. Lowers def to help it hit and it automatically causes damage, no matter the dice or armor, and guarantees the drag. It might seem dumb to waste such a good anti-infantry spell on a heavy. but it works. Loki shouldn't be missing most heavies as it is. My point wasn't to say how to make the drag happen (as i was addressing bad dice) it was to mention the ways that you can mitigate the negative ramifications of a failed drag. Nevertheless I prefer to have affliction on whatever my reeves are shooting at
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