Post by whiteraven on Aug 23, 2010 14:16:10 GMT -5
Hi,
After going through all the missions last week, and then doing a re-read this week...here are the things that stuck out to me.
Planetfall - Dawn of War Modified - Does this still mean that all units not specifically placed in reserve come in on turn 1? There is no mention where the modification of Dawn of War starts or ends.
Comments: Very nice Scenario.
Shock and Awe - Switching turns midgame...how do effects that last one turn work? Do they still end at the end of the turn, or do they wait until the end of your next turn.
Comments: This scenario has the potential to hand 1 player a win regardless of how well you play. Personally, I can handle random events in a scenario, but giving someone a near auto 16% chance win opportunity is tough to swallow. Playing with the most fundamental mechanic of the game (alternating turns) feels unbalanced to me.
I do very much like the Shock & Awe special rule, that alone I feel makes the scenario very unique and interesting! And since its the only one to encourage either a shooting or combat oriented skewed approach over a balanced approach it should encourage min/maxing on either front.
SNAFU - Can you deploy units that are not currently on the board? (I.e. Daemons?)
Comments: Allowing troops to be caught out of position could severely effect the ability for an opponent to end the game early by focus killing troops. Tau and Necrons are especially susceptible to this rule.
Spy Games - Confusion - After the deployment is selected by your oponent, can you attach independent characters to the unit? Does the choice of deployment include dedicated transports?
Comment: This is a good scenario to encourage lists to stay away from death star units and maintain balanced lists.
Imperial Deathworld - Toxic waste land. I am guessing by "normal" saves...you mean Armor saves. Artifact - Can a objective marker be searched more than once? Can it be searched by more than 1 unit in a single shooting phase?
Comment: Having to roll for each unit each turn will slow down the game a great deal. Assuming 3min to resolve (after all the wound and save rolls are done) the effect per player...6min per turn x 6 turns...more than a half hour used to deal with "rain".
Other wise, the Toxic Rain seems harsh on any elite armies...Deathwing will cry, while Orks really could care less...perhaps allowing armor saves could re-balance that effect out.
Battle In the Eye of Terror - How fast does a vehicle count as moving (the number of inches teleported)? Is the movement a "Deep Strike" or can infantry assault after being teleported?
Psychic Tests - How do other psychic defense items interact (i.e runes of Warding? Shadows in the Warp?)
Comment: Again having to roll repeatedly will consume time. The fact that you could be rolling a long time if you have a tough time rolling 6's could further cut into that time.
Having a rule that effects only 1 portion of the game (psychic power) feels like picking on certain armies (and selections), while leaving certain ones completely alone. Tau doesn't really care but Eldar Farseers and Chaos Sorcerers do. While offering "effects" on the game, personally I feel they should be equally applicable to all players and armies. (i.e. the toxic rain from deathworld is harsh, but equally harsh to both players).
Overall format:
Deployment - Some wordings for same deployment type didn't quite match.
Pictures - Was hard to see measurements even at 125% zoom.
Special Rules - If these are placed before Deployment, then when reading the rest of the scenario makes sense reading start to finish (instead of reading deployment...hitting a special rule...then reading the special rule and then going back to deployment)
The scenarios are shaping up really nice! Cannot wait to see the final cut.
Later,
Greg
After going through all the missions last week, and then doing a re-read this week...here are the things that stuck out to me.
Planetfall - Dawn of War Modified - Does this still mean that all units not specifically placed in reserve come in on turn 1? There is no mention where the modification of Dawn of War starts or ends.
Comments: Very nice Scenario.
Shock and Awe - Switching turns midgame...how do effects that last one turn work? Do they still end at the end of the turn, or do they wait until the end of your next turn.
Comments: This scenario has the potential to hand 1 player a win regardless of how well you play. Personally, I can handle random events in a scenario, but giving someone a near auto 16% chance win opportunity is tough to swallow. Playing with the most fundamental mechanic of the game (alternating turns) feels unbalanced to me.
I do very much like the Shock & Awe special rule, that alone I feel makes the scenario very unique and interesting! And since its the only one to encourage either a shooting or combat oriented skewed approach over a balanced approach it should encourage min/maxing on either front.
SNAFU - Can you deploy units that are not currently on the board? (I.e. Daemons?)
Comments: Allowing troops to be caught out of position could severely effect the ability for an opponent to end the game early by focus killing troops. Tau and Necrons are especially susceptible to this rule.
Spy Games - Confusion - After the deployment is selected by your oponent, can you attach independent characters to the unit? Does the choice of deployment include dedicated transports?
Comment: This is a good scenario to encourage lists to stay away from death star units and maintain balanced lists.
Imperial Deathworld - Toxic waste land. I am guessing by "normal" saves...you mean Armor saves. Artifact - Can a objective marker be searched more than once? Can it be searched by more than 1 unit in a single shooting phase?
Comment: Having to roll for each unit each turn will slow down the game a great deal. Assuming 3min to resolve (after all the wound and save rolls are done) the effect per player...6min per turn x 6 turns...more than a half hour used to deal with "rain".
Other wise, the Toxic Rain seems harsh on any elite armies...Deathwing will cry, while Orks really could care less...perhaps allowing armor saves could re-balance that effect out.
Battle In the Eye of Terror - How fast does a vehicle count as moving (the number of inches teleported)? Is the movement a "Deep Strike" or can infantry assault after being teleported?
Psychic Tests - How do other psychic defense items interact (i.e runes of Warding? Shadows in the Warp?)
Comment: Again having to roll repeatedly will consume time. The fact that you could be rolling a long time if you have a tough time rolling 6's could further cut into that time.
Having a rule that effects only 1 portion of the game (psychic power) feels like picking on certain armies (and selections), while leaving certain ones completely alone. Tau doesn't really care but Eldar Farseers and Chaos Sorcerers do. While offering "effects" on the game, personally I feel they should be equally applicable to all players and armies. (i.e. the toxic rain from deathworld is harsh, but equally harsh to both players).
Overall format:
Deployment - Some wordings for same deployment type didn't quite match.
Pictures - Was hard to see measurements even at 125% zoom.
Special Rules - If these are placed before Deployment, then when reading the rest of the scenario makes sense reading start to finish (instead of reading deployment...hitting a special rule...then reading the special rule and then going back to deployment)
The scenarios are shaping up really nice! Cannot wait to see the final cut.
Later,
Greg