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RuleBritannia

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Everything posted by RuleBritannia

  1. RuleBritannia

    A Spartan Video on how to play V3.0 when the rules are set

    Just feel sorry for DWars land fans and UCS fans who had their hopes raised with art but are going to be a bit of a way off. I wouldn't rush out and get anything sorted just yet. The DWars Beta still needs to get units differentiation sorted, legacy stats for existing models, actual models in a shape they are happy to release, fluff that is acceptable top both DWars and WWX, Army building tested, convince us about proprietary dice. Firestorm also has the added problem that WC want to do something radical by adding in some gravity and 3D mechanics that would mean more than polishing or simplifying Spartan's rules set ala DWars.
  2. RuleBritannia

    Re-stat/houserule candidates

    I really, really like the sound of that. Good way to differentiate fleets and weapon systems.
  3. RuleBritannia

    Re-stat/houserule candidates

    I think the three dice colours is a pretty elegant solution, simpler in the long run than WC's proprietary dice that just seems so confusing to me for DWars so far, in that you don't have the same aim (ie high good) and lose the exploding fun on the defensive. Hopefully it will grow on me, but that flexibility of to hit values, and other ways of limiting defensive dice or weapon effectiveness without needing to buy new dice or having to work out in my head what it means is useful now I am getting old.
  4. RuleBritannia

    SPOILER ALERT! #2

    Did he do a wicked olly straight into some gnarly kick flips before being knocked over by a tank?
  5. RuleBritannia

    SPOILER ALERT! #2

    Can I just say it looks like the poor chap is in pain after he fell off his alien blood powered skateboard. Its all right having knee pads and elbow pads, but if you aren't going to wear a proper helmet its still very dangerous!
  6. So far we have the new stats in beta. I haven't had the patience or the spreadsheets to compare the stats, so just looking at mars and equipment. Please forgive the slightly tongue in cheek faction names. Britpop have guardian shields, Trident gens (sonar gens), Lionhearted crew (stoic crew), better repairs, ace pilots on carriers, and potentially ramming rules on larges if the new models are to be believed. Pan-Asian cuisine has aggressive crew on the Chinese and Koreans, elite crew on the Japanese, reroll aerial attack dice generator, portal generator (go into reserve and turn up at random board edge), Koreans also get ace pilots. Covenant of Evilarctica has +1 to getting gens to work, wave lurker, mimic gen, extra aa gen, making gens harder to turn on gen, skimming gen, portal gen and lasers on battleships and dread only so far. The Imperium of Mankind has elite crew, tesla weaponry, ace pilots, Iceberg gen, Storm gen. Southern Europeans have conscripted crew, everybody within 5 inches can link aa mar, heat lance and no special gens. The Turks and their Scientologist backers get elite crew and +1 to gen activation, and skimming gen, but no skimming boats yet. The Ruskies get stoic crew equivalent, capital ships are -1 to hit from aerial attacks, long range piercing rail guns, +3aa gens and iceberg gens. The UNION has veteran engineers, and vessels below large have sharp turn, and no unique gens. The things I would shuffle round for a bit more uniqueness personally. Give the Russians Conscripts, Polish get aggressive. French and Italians get either elite crew or aggressive, Spanish and SUSA get conscripts. Maybe the Chinese have aggressive too. Make the shroud gen French and Turks only. The Brits seem to have quite a few mars already and ramming is more their subs things and something I would prefer on the Russians to fit their traditional close quarters feel. I definitely personally miss the factions different gunnery since design of boats and hardpoint placement seems less of a factor. Can anyone point to how the stats differ the factions?
  7. RuleBritannia

    Model availability

    Metal bits is promising. I would love a bits service of some of the old fashioned turrets, would improve various models.
  8. RuleBritannia

    January 2019 Warcradle Q&A - Video and Blog

    Thanks for the transcript but I notice it seems to miss out a couple of tidbits I caught. 1. A mention of a WWX expansion into the rest of the Dystopian world seemingly called Beyond the Wild West and 2. That the answer to my question was that weapon systems would have the same stats regardless of faction, while the rest of the answer made the point of other forms of differentiation would be used.
  9. RuleBritannia

    Factional differentiation so far in the Beta

    What Spartan had was vessels in the same class with similar stats such as HP, DR, CR but with different numbers, positions, types, loadouts, and generators. So a British battleship with its 4 turrets two rear and two front with a specialism band three to two plays differently to a Danish Battleship with 3 turrets, two forward facing with a band one specialism. This can still happen in sone ways with different load outs but it seems within factions, with similar numbers of hardpoints and positioning beyond backwards and forwards mattering less you can play each faction your way with your unique fleet but without each faction feeling as unique. So there are pros, with player choice more important, fleets balanced against each other, a gun is a gun is a gun. But the flipside of that is the risk of samey strong meta fleets between factions, and the loss of unique close range and long range specialists. For me its more interesting to face tesla prussians one week, long range laser CoA the next etc. As you say its the beta and there may be more unique weapon systems. I'm just noting that personally I think that saying factions not having their own take on how a turret or a broadside functions and instead having the same one across factions is an interesting game design choice especially when you are streamlining the number of factions making it simpler so you only need 8 approaches.
  10. There is a lot to be hopeful in for a successor to Dystopian Legions proud heritage. Here are my first thoughts. A better name. This game isn't just about expanding the Wild West, its about playing in the popular Dystopian wars setting. The name should reflect the global scale and proud Dystopian wars heritage. A more steampunk feel. Wild West Exodus does what it does, and does it to the best of its abilities but this game is different. Its not about gangs fighting over the wild west, but instead explorers, adventurers and the worlds militaries. They should have scientists, steampunk heroes into the unknown and against dastardly fiends. Slightly more high Victorian feel, proper uniforms, practical and impractical steampunk vehicles emerging from Legions and Dystopian wars. Rather than the magic if WWX and its hex, this should be the realm of Sturgeon's science, the Bravery of Teutonic Knights, the indomitable thin red line of Britannian troops. The opportunity for larger games. As a descendant of both WWX and Legions I'd love a rules set that allows not just heroic skirmishes but small scale battles between platoons.
  11. RuleBritannia

    My hopes for beyond the wild west

    Unarmoured clash?
  12. RuleBritannia

    Factional differentiation so far in the Beta

    Back to the header of this post, the differences still don't seem as profound as the many differences between 16 factions of late Spartan between 8 factions. I hope that more profound differences will be found, but currently there doesn't seem to be the differences in fighting style that the differences inbroadsidend broadside stats allowed. The pro of its easy game to get into might be ourmtweighedby the con of each game feeling kind of similar without factions feeling as unique.
  13. RuleBritannia

    Factional differentiation so far in the Beta

    But it really weakens the differentation between all the factions. Everyones turrets will act the same and everyone seems to have access to torps, guns, broadsides, rockets, mortars. There are no short, medium or long specialists. I'm not saying that the current approach can't work, just that for me it leads to a shallower game that undermines the stronger factional differences that made classic Dwars more tactical and made it more fun to play different factions.
  14. RuleBritannia

    Factional differentiation so far in the Beta

    So all factions will have the same weapons stats. Not a fan but it is what it is.
  15. RuleBritannia

    Warrior Nation

    I hope the cyborg monsters are only Burson. Doesn't strike me as a Sturgeon move. A Darwinist faction could work as part if the enlightened.
  16. RuleBritannia

    Warrior Nation

    I think the 15mm spin off would presumably be the place for Kaiju, but the lamented scale shift means less room for fitting them in classic Dwars.
  17. RuleBritannia

    Warrior Nation

    Giant animals were the purvey of Darwin in classic DWars fluff, with an island of science monsters.
  18. RuleBritannia

    Your Questions Answered - December 2018

    Interesting question about the Wendigo. As the setting develops can't wait to find out how much ordinary people know about the fantasy/weird science elements.
  19. RuleBritannia

    Factional differentiation so far in the Beta

    There still seem to be a variety of things to explore ruleswise. List construction and patrons along with fleet lists abd points.
  20. RuleBritannia

    Spoiler Alert! #2

    I for one welcome our new Dalek overlords.
  21. RuleBritannia

    Factional differentiation so far in the Beta

    Heat lances on latin ships, rail guns on Ruskies as per my original post. Not sure what difference that makes to medium and small vessels as of yet. I get this is the beta, and this stresses player choice of fleet, but the factional bleed reduces at this point the character of every fleet. Its possibly more historical but less gamey.
  22. RuleBritannia

    Factional differentiation so far in the Beta

    I would ideally like both, giving different weapon stats between factions to give different play styles, with certain factions specialising in each band with turret and torpedo fire. I would also like different weapon mars that help give them a different feel. Also weapon placement, which the current rules require measuring from the centre of the vessel rather than the weapon systems making the different patterns of vessels and design less important.
  23. RuleBritannia

    Factional differentiation so far in the Beta

    It's admirable that they are willing to experiment, but I am glad they seem to be slowly moving back to more of an evolution of a lot of Spartan's ideas. I would ideally like to see some more weapon differentiation though, maybe a KoB heavy turret differing from a more short range RC one.
  24. Thanks @Overread , I just hate parsing videos, give me a good meaty blogpost any day. Makes information for me as literate learner so much more accessible.
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