gupp
Junior Strategist
Posts: 134
|
Post by gupp on Sept 30, 2019 21:49:05 GMT
The pitch: a cheap, easy, intro level game that still has depth and tournament play for veteran players
Basics: Iron kingdoms adventures ( missing the rpg at the end) is a skirmish game played in under an hour with only 6 models. These are generic faction models, and no new models are released past this.
The 6 models are: warrior, rogue, wizard, cleric/healer, jack marshal, and warjack. Stats are very remiscent of war machine stat cards.
Models have exactly the same stats across factions, there are simply faction wide bonuses. (Keeps it fairly balanced)
Extended/ veteran play: there are periodically released campaign books, detailing the lore and rules for various campaigns. Basically, with luck, you can play out a mini ikrpg campaign in a few hours.
It is a good stepping stone for either the rpg or warmachine, and since there’s not a huge catalog of models, it takes up almost no store space. Sure it’s not going to make bucket loads of money, but that’s not the point. It’s an intro level game mostly to help people learn either warmachine or the ikrpg
|
|
|
Post by michael on Sept 30, 2019 21:50:59 GMT
So... Riot Quest?
|
|
gupp
Junior Strategist
Posts: 134
|
Post by gupp on Oct 1, 2019 1:20:38 GMT
Yeah... I suppose that’s what we will get....if everything was super generic like I suggested it’d probably have a quarter of the flavor for only a little more simplicity
My main gripe is the combination of both dice and cards in games. It feels too much like Mario party for me. It was one of the most annoying things in 40k for me. Look at maelstrom of war....what is going on in this game? Oh the landspeeder swooped ahead and took the objective.... but now he’s got to TURN AROUND AND GO BACK because I pulled “hold your ground” this turn
I’m sure riot quest is ok, but I already play warmachine, it feels more like a game I’d break out with a bunch of new players that aren’t used to serious rules
|
|
|
Post by sand20go on Oct 1, 2019 3:26:02 GMT
Yeah... I suppose that’s what we will get....if everything was super generic like I suggested it’d probably have a quarter of the flavor for only a little more simplicity My main gripe is the combination of both dice and cards in games. It feels too much like Mario party for me. It was one of the most annoying things in 40k for me. Look at maelstrom of war....what is going on in this game? Oh the landspeeder swooped ahead and took the objective.... but now he’s got to TURN AROUND AND GO BACK because I pulled “hold your ground” this turn I’m sure riot quest is ok, but I already play warmachine, it feels more like a game I’d break out with a bunch of new players that aren’t used to serious rules Riot quests appeal is it is fast, there is no measuring, you get to your turn quickly, and it is fairly dice/luck driven so it never feels like it is a chess match with magic and yet there are surprisingly deep strategic choices. I really like it and would absolutely play it over a 3-4 person game of warmachine while drinking beer and eating pretzels. It is also easy to set up and tear down. I gotta get my models painted and I MUST get Black Bella (who is a BAD ASS in Warmachine). I will have to say, however, that given a choice of skirmish games that are fast and quick and designed to be fun.....playing Pagani's Marvel game. Wakanda FOREVER!!!!
|
|
|
Post by charlzheimer on Oct 7, 2019 8:49:07 GMT
soooo, iron company
|
|
privvy
Junior Strategist
Formerly The Nomad on PP's forums
Posts: 317
|
Post by privvy on Oct 7, 2019 15:23:15 GMT
The pitch: a cheap, easy, intro level game that still has depth and tournament play for veteran players Basics: Iron kingdoms adventures ( missing the rpg at the end) is a skirmish game played in under an hour with only 6 models. These are generic faction models, and no new models are released past this. Not just because I'm a brand ambassador, but I would suggest looking at Freeblades. There's a ton of models in different facions, but a lot of them share the same abilities, with some models having special abilities and faction wide buffs based on who the leader of the group is. They have unique flavor in each faction, and the most complicated part is really figuring the result of the exploding dice.
|
|