Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
Playtest Reports / Playtest Games
« Last post by Hannibal on November 27, 2017, 11:27:59 PM »
I just wanted to give a brief update on playtesting.  I know there haven't been a lot of playtest reports, but we have been testing behind the scenes.  Several of the tests were by local players who provide a fresh set of eyes to the faction.  Other times we've tried out the faction in conjunction with the Ammo rules, which doesn't give a completely clear result. 

Of the changed units/cards we playtested, here's our feedback so far:

Lancers:  the biggest change is them being Core, which is obviously a huge change.  Obviously it opens up "all cavalry" lists but the other thing it does is allow you to go more combined arms in that you're not forced to put 4 infantry units on the table.  You can go 3 infantry + 1 cavalry or 2 infantry + 2 cavalry to meet your Core.  Which is all around great.

Great Swordsmen:  Obviously them being Mv 3.5" is so much better, but one thing that has become a really nice boon is the "nerf" to bring them down to Cge 12.  It (obviously) makes them more fragile with pinches, which makes players think much harder about sending the CA to use Bravery.  Which is one less Command Card.  This change really amps up the decision tension of playing the faction, which I really like.

Peasant Mob:  moving these guys to Standard is almost a counter-factual change because it takes away options.  Overall I think a 70pt Core unit makes Core requirements almost meaningless, so I think this is a good change.

Scout Cavalry:  Being 10pts cheaper hasn't made people more or less likely to take them in our experience.

Dismounted Knights: this one is a little harder for people to get used to because we don't have a card that serves as a decent proxy.  So it has been harder for people to grasp why they have so many attacks but so few boxes.  Once explained, people like them, but that means I've gone from an observer of the playtesting to influencing it.  So I can't really comment on these guys.


Command Cards:

The Plan:  I'll give this one to Brook.  Him fighting so hard to get Uncommon Valor pulled resulted in the Plan getting a look.  I really love where this card is now.  So thanks, brook, for making the faction better!  8)

Surge to Victory & Stand Firm:  changing these to be playable while Charging is a huge plus for the casual gamers.  They truly hate the "not while charging" of the status quo.  These cards are much better for those changes.



Things we haven't had a chance to playtest:
Communal Pikemen
Strategic Insight

(both of these are recent changes)
22
Updates & General Discussion / Re: Hawkshold Army Builder
« Last post by Hannibal on November 27, 2017, 07:09:47 PM »
Army builder updated with the Fourth Draft.
23
Conventions / Re: Championship 2018 Feb 24-25 at Totalcon, Marlborough MA.
« Last post by NegativeZer0 on November 27, 2017, 03:32:04 PM »
LAST CALL FOR A POTENTIAL FRIDAY NIGHT EVENT

If there's no demand, we'll just leave Friday night free but if anybody wants something, I need to get the event in pronto.

Friday should be unofficial in my view. Unless space is a concern but we should alwas be able to find room somewhere.  esp since they moved locations.
24
Conventions / Re: Championship 2018 Feb 24-25 at Totalcon, Marlborough MA.
« Last post by Kevin on November 27, 2017, 11:49:42 AM »
Yeah, can't make Friday.  But I can confirm that Blakely & I will be there for the main thing.
25
Conventions / Re: Championship 2018 Feb 24-25 at Totalcon, Marlborough MA.
« Last post by RushAss on November 27, 2017, 11:14:15 AM »
LAST CALL FOR A POTENTIAL FRIDAY NIGHT EVENT

If there's no demand, we'll just leave Friday night free but if anybody wants something, I need to get the event in pronto.
26
General Discussion / Happy Thanksgiving!
« Last post by RushAss on November 23, 2017, 10:13:58 PM »
We here at Your Move Games want to extend a happy and safe Thanksgiving for our American friends.  And for the rest of you, just have yourselves a plain old great weekend!
27
Faction Design and Development / Re: Order of the Evening Star
« Last post by Fingolfin on November 17, 2017, 02:04:59 PM »
Looks like we have consensus. The Crossbowmen have been changed. Here they are for the reference.

   Sergeant Crossbowmen (Core)  3*/5/5  1*/2  R-14”  C-13  M-3.5”  4/4/2  P-250
+2/0/0 and +1/0 while Engaged. While this unit does not have a Standing Order that would cause it to move, it gains +2/0 against Ranged. Ranged Attack is LOS.
28
Faction Design and Development / Re: Order of the Evening Star
« Last post by NegativeZer0 on November 17, 2017, 12:19:31 AM »
Assuming we ever fix hold so you cant move and count as holding give them a def bonus against ranged attacks and charges when holding but remove the no stand and shoot its way too limiting
29
Faction Design and Development / Re: Order of the Evening Star
« Last post by Fingolfin on November 15, 2017, 09:43:54 PM »
Yeah, I went back and forth on these guys. Part of the reason for the ban on moving and shooting is a theme one. They carry very large shields that prevent them from shooting on the move, but, when they stop, they anchor the shields in the ground, offering amazing protection from enemy missiles.

It's a good theme, no doubt.  Do keep in mind that part of the unit itself could be composed of shield bearers who protect the Crossbowmen while they are shooting and reloading.

Yeah, that could work, given that historical pavissiers would sometimes have grooms to carry the shields. I guess I just kind of like the uniqueness of the unit. What does everyone else think? "Standard" crossbows or Stand and Shoot crossbows?


OK....some interesting stuff here.

Army Ability
   Crusade of the Righteous: During an attack, after you roll to hit, you may discard a Command Card to Reroll up to two dice. This does not count as playing a Command Card. 

This is gonna make good units....really freaking good.  (I'm sure that was the intent)  Coming in the nuclear powered knights, playing a card on them, and then getting a reroll on two misses.  Seems good.  Even a weak unit that hits some might get some extra love.  On the other hand, I'd rather have Dwarf Rune, so I guess this isn't that good.

Yeah, Crusade of the Righteous is meant to be an ability you use heavily on your good units, but I think that it is probably balanced.  After all, it is the To Hit roll, but maybe stacking it with a Command Card is too good. We will see.


Luminous Knights  3/5/5  2/2  R-  C-13  M-3.5” 3/3/2  P-220
Two Healing Boxes. During your turn, if this unit is Unengaged, it may cast one of the following spells: Battlefield Medicine (Blessing) Unmark both Healing Boxes. Battlefield Triage (Healing) Range: 2.5" Remove one damage from a friendly unit; mark one Healing Box. This unit may not cast Battlefield Triage while both Healing Boxes are marked.

This is actually a really good unit to heal Cavalry.  But you know what else....it's even better at healing Dragons and other assorted beasties.  I know you guys never consider that stuff, but healing huge monsters is the new healing huge monsters. 

Definitely my kind of unit.

Woops! I completely missed that Luminous Knights would be ungodly good at healing Cavalry, something the faction has in abundance. Fixed! But, yes, they are definitely meant to be a unit to shore up a weak line. Heals and decent tankiness.
30
Faction Design and Development / Re: Order of the Evening Star
« Last post by GoIndy on November 15, 2017, 03:03:01 PM »
OK....some interesting stuff here.

Army Ability
   Crusade of the Righteous: During an attack, after you roll to hit, you may discard a Command Card to Reroll up to two dice. This does not count as playing a Command Card. 

This is gonna make good units....really freaking good.  (I'm sure that was the intent)  Coming in the nuclear powered knights, playing a card on them, and then getting a reroll on two misses.  Seems good.  Even a weak unit that hits some might get some extra love.  On the other hand, I'd rather have Dwarf Rune, so I guess this isn't that good.

Luminous Knights  3/5/5  2/2  R-  C-13  M-3.5” 3/3/2  P-220
Two Healing Boxes. During your turn, if this unit is Unengaged, it may cast one of the following spells: Battlefield Medicine (Blessing) Unmark both Healing Boxes. Battlefield Triage (Healing) Range: 2.5" Remove one damage from a friendly unit; mark one Healing Box. This unit may not cast Battlefield Triage while both Healing Boxes are marked.

This is actually a really good unit to heal Cavalry.  But you know what else....it's even better at healing Dragons and other assorted beasties.  I know you guys never consider that stuff, but healing huge monsters is the new healing huge monsters. 

Definitely my kind of unit.





Pages: 1 2 [3] 4 5 ... 10