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Post by Big Fat Troll on Apr 17, 2017 1:57:30 GMT
Doesn't the CID for SR 2017 start Wednesday? Any ideas or plans?
I've mentioned this before, but my understanding of the new scenario scoring system is that getting up by 6 is NOT the primary win condition. Hungerford called that a "Mercy Rule" like in some little league baseball where they call the game if one team is up by 10, only in this case it's 6. So now, instead of ending the game by getting to 5 CP you have to play the game out and you win if you have the highest total when it does end. Using that baseball analogy, we have 5 innings instead of 9, and rounds 6 and 7 are like extra innings.
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Post by lordsizzlor on Apr 17, 2017 2:05:08 GMT
Oh ya the wait is killing me. Banes battle engines or steam roller. Get on with the next CID. I need it bad.
As for the whole up by 6 thing. Well if it works it works if it doesn't it doesn't. That's what CID is for.
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Post by Rowdy Dragon on Apr 17, 2017 2:07:44 GMT
Whilst at first the "Random Turn Rules" Sounded awful, in actuality most games barely even ever last to turn 5. I like the idea of a mercy rule, but I also like actually playing the game.
It was really bugging me how it felt more like "Plant you ass in the spot" Machine rathern then "Actually crush the warcasters army" machine.
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Post by Azahul on Apr 17, 2017 8:58:48 GMT
Whilst at first the "Random Turn Rules" Sounded awful, in actuality most games barely even ever last to turn 5. I like the idea of a mercy rule, but I also like actually playing the game. It was really bugging me how it felt more like "Plant you ass in the spot" Machine rathern then "Actually crush the warcasters army" machine. My issue with the proposal is that while I don't play past Turn 5 very often, I don't think I've ever played a game into Turn 6 or longer where I wasn't having a blast. My favourite Mark II game ran to Turn 8, and I'd have been devastated if it had finished a turn before that. Even more problematically, such long games come up rarely enough that generating statistically meaningful feedback on the subject in the space of a few weeks seems unlikely. There's a good chance I personally won't get even a single one. And that bugs me, because the point of testing a system with the community goes out the window somewhat if it's inherently hard for the community to test it. It's not that the game as a whole will be awful with random game length. But I do feel the game would have been the worse for ending early the few times it has gone that long for me, and I don't like the idea of the game getting worse in minor ways if it doesn't have to.
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Post by HereComesTomorrow on Apr 17, 2017 9:15:54 GMT
I'm interested in the zone set ups with the whole infantry/jack scoring only thing.
The people I play with generally play balanced lists anyway so I don't think it will effect us that much but it'll be interesting to see the American meta which seems to be very warjack heavy trying to adapt to it. Or just moan about it.
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Post by 36cygnar24guy36 on Apr 17, 2017 10:41:24 GMT
Really looking forward to it, I feel like playing MK 3 with the MK 2 packet is like putting a square peg in a round hole, I can't wait to finally play MK 3 as intended
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Post by GumbaFish on Apr 17, 2017 14:04:53 GMT
I'm looking forward to it quite a bit. I think it will be nice to shake things up a bit in terms of the scenarios and I am optimistic about terrain rules providing better guidelines for more suitable or interesting terrain placement.
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Post by Rowdy Dragon on Apr 17, 2017 14:24:56 GMT
My issue with the proposal is that while I don't play past Turn 5 very often, I don't think I've ever played a game into Turn 6 or longer where I wasn't having a blast. My favourite Mark II game ran to Turn 8, and I'd have been devastated if it had finished a turn before that. Even more problematically, such long games come up rarely enough that generating statistically meaningful feedback on the subject in the space of a few weeks seems unlikely. There's a good chance I personally won't get even a single one. And that bugs me, because the point of testing a system with the community goes out the window somewhat if it's inherently hard for the community to test it. It's not that the game as a whole will be awful with random game length. But I do feel the game would have been the worse for ending early the few times it has gone that long for me, and I don't like the idea of the game getting worse in minor ways if it doesn't have to. So playtest it. Reminder: Cid isn't about playing a normal game. You are allowed to alter it to test results you normally couldn't. Keep re-doing turns or altering turns until game time is extended, then start rolling. Maybe if the most fun stuff starts happening later, maybe you might report that.
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Nyxu
Overseer
NaCl Elemental
Posts: 119
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Post by Nyxu on Apr 17, 2017 14:31:33 GMT
Alternatively do a game where your list and goal is based on getting to that point in the turn counter.
Try to abuse the game end condition , and if it's abusable you'll get evidence to share of that abuse happening
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Post by HereComesTomorrow on Apr 19, 2017 16:27:05 GMT
Rules are up. Some interesting changes.
Terrain set up has dictated methods. Usually starting with placing terrain in the center and working outwards.
Killbox is 10"
Only warriors score in circles, rectqngles for warriors
Only warcasters/warlocks can score on flags
Objective marker effects changed as well but I always forget about then anyway.
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Post by moberg on Apr 19, 2017 16:33:17 GMT
Is it possible to get the rules to try them out?
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Post by HereComesTomorrow on Apr 19, 2017 16:37:19 GMT
Is it possible to get the rules to try them out? Sign up to the CID forums. You're not under any obligation to give feedback.
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Post by Cryptix on Apr 19, 2017 17:02:47 GMT
Well, Fuel Cache got nerfed. Now it just gives a model Continuous Fire. Looks like Stockpile is the new default.
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Post by ComboSmiteNick on Apr 19, 2017 17:04:39 GMT
Well, Fuel Cache got nerfed. Now it just gives a model Continuous Fire. Looks like Stockpile is the new default. "Just." I will be pretty surprised to see that survive CID. But if it does... Hello MK2 Ravagore come to papa.
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Post by socialirregular on Apr 19, 2017 17:09:32 GMT
I am more concerned with the "measurement marker" rules outlined in the document. I often use more than one base to correctly align a model's movement to help with weird angles and to avoid other models' free strikes. I understand the desire to avoid clutter, but they seem way too restrictive with that rule as it is. Glad to see there is already a lot of pushback on that in the CID forums.
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