Kickstarter update, Experimental rules!! - Printable Version +- Redditch Tabletop Gamers Forum (https://forum.redditchtabletopgamers.com) +-- Forum: Fantasy and Sci-Fi Miniature Gaming (https://forum.redditchtabletopgamers.com/forumdisplay.php?fid=35) +--- Forum: Dropzone and Dropfleet Commander (https://forum.redditchtabletopgamers.com/forumdisplay.php?fid=81) +--- Thread: Kickstarter update, Experimental rules!! (/showthread.php?tid=3070) |
Kickstarter update, Experimental rules!! - will - 19-03-2017 https://www.kickstarter.com/projects/hawkwargames/dropfleet-commander/posts/1835808 I draw your attention to the experimental rules pdf. What do people think? PHR get a massive boost! (Not sure why) Edit: experimental rules here -> [attachment=2212] RE: Kickstarter update, Experimental rules!! - LukeR - 19-03-2017 (19-03-2017, 06:52 PM)will Wrote: https://www.kickstarter.com/projects/hawkwargames/dropfleet-commander/posts/1835808 I like the fact the St Petersburg change. Diamond point increase seems fair as well. RE: Kickstarter update, Experimental rules!! - will - 19-03-2017 (19-03-2017, 07:01 PM)LukeR Wrote:(19-03-2017, 06:52 PM)will Wrote: https://www.kickstarter.com/projects/hawkwargames/dropfleet-commander/posts/1835808 Not sure it needs both the point increase and the crippling particle rule interaction changed, one or the other would seem fair to me. I have just realised the change to the calibre rule will affect the minos as well. Along with the calypso change PHR battleships are going to be insane! RE: Kickstarter update, Experimental rules!! - jaqenhgar - 19-03-2017 Shaltari got a bit of a nerf again. I think nerfing the diamond and the glass is fair enough, glass weapons are now close action making them slightly less effective. Jade frigates might be worth taking now, hitting on 2+. Void gates and corvettes no longer count tonnage for critical locations - fine, this hardly ever came into effect anyway. I will prob still take the diamond but it is less of an auto take now, which I think is a good thing really. Bombers are a bit more effective as harder to shake off - like this change. The streamlined rules for sectors etc I quite like, speeds up this aspect of the game and removes some of the randomness that affected it. I like that if you bombard a sector it is worth less points. Having not played against PHR much, not sure how much of a boost it actually is, guess it remains to be seen. RE: Kickstarter update, Experimental rules!! - jjakaalbinoboy - 19-03-2017 I'm just reading through now, so far I'm liking most of the proposed changes. Gareth will probably be happy with the changes to ground combat, a little simpler. RE: Kickstarter update, Experimental rules!! - Gareth - 19-03-2017 Indeed. It's changes that I think were necessary (although I'll acknowledge I'm in a minority at the club, although clearly not internationally.) That whole phase really drew away from a space game, whilst fundamentally was more important than the actual space game. It's a little more simplistic than I would have gone, but I think it's also increased the value of Bombardment, due to it being easier to destroy two point tokens (armour) over single point tokens (infantry.) I would have thought this would have happened in a v2 (or 1.1) rules manual which is why I haven't bailed out of the game, because I have enjoyed the core mechanics. I was surprised about the Space Station changes, although I have felt that they were too powerful when I've encountered them, so that's welcome too. I just wasn't expecting it to happen. RE: Kickstarter update, Experimental rules!! - will - 20-03-2017 So are we going to be using the experimental rules at the club, or wait for them to be finalised? RE: Kickstarter update, Experimental rules!! - jjakaalbinoboy - 20-03-2017 I would of liked a nerf on the ground based orbital gun too because they are pretty ridic tbh I'm happy to use these rules going forward. RE: Kickstarter update, Experimental rules!! - jaqenhgar - 20-03-2017 yeah happy to go with the flow |