WARMACHINE/HORDES > CID : Intégration continue de développement des profils
[Toutes Factions] SR 2017 en CID
Mhean:
--- Citer ------------------------------------------- SR 2017 WEEK TWO CHANGE LOG ----------------------------------------------
Overview Section
The dates that the document is legal for organized play has been updated to reflect it going live the Monday after Lock & Load 2017.
Player Responsibilities Section
Tokens, Proxy Base, Table Marker, and Measuring Device language has been refined.
The requirement that each list a players brings to an event must be played once (aka Divide & Conquer) has been removed.
Event Organizer Responsibilities Section
Added Rubble to list of Unrestricted Terrain.
Clarified the Cluster Terrain deployment method language, and added an example.
Additional language was added to explain the usage of hazard terrain such as burning earth, specifically in regards to combining it with another terrain feature such as a forest.
Removed an incorrect line stating that inert warjack and wild warbeasts count towards the third tiebreaker, which they do not.
Sportsmanship section has had additional guidelines added.
Scenario Reference Sheet Section
Corrected a typo in the Assassination scoring section.
Added language to clarify the Deployment section in regards to friendly Objective deployment and facing.
Added language to clarify that a model in a warbeast pack must in formation to control a rectangular zone, and the entire unit is not required to be in the zone, unlike how warrior units function in circular zones.
Added language to clarify that a standard warrior unit must in formation to control a circular zone.
Added language regarding warcaster/warlock units controlling and formation.
Objectives Section
The Fuel Cache objective has been updated to only provide the benefit to a single model’s next basic attack.
We have removed the Arcane Wonder, Effigy of Valor, and Bunker objectives to reduce the number of objective specific rules players have to remember in addition to all other Steamroller rules. A dev talk will take place during this week regarding what exactly these objectives do in game to ensure the decision of which to take is meaningful.
Tournament Variant Section
We are aware that Rumble Scenario 3 shows triangles (flags) instead of circles (objectives). This will be updated to circles on the map in a future update.
Scenarios Section
Killbox is now only in effect from a player’s own table edge, and has been increased to 12”. The sides of the table and your opponent’s deployment zone are safe to stand in.
We are aware that the colors are missing from the objectives in The Pit II & Standoff , and that the scale of the Standoff Scenario are off. These issues will updated on the map in a future update.
We are internally testing a completely new design of Recon that will either be dev talked, or released in week 3 update. Please continue testing the Recon we have now, as feedback is still relevant.
--- Fin de citation ---
Voici les changements de la 2e semaine.
flo.57000:
Prochain changement : killbox à 14 pas pis c'est tout ^^
eN-o-N-o:
--- Citer ---Welcome back. Stay awhile, and listen.
Attached is the week two update to the Steamroller 2017 rules. A change log is included at the end of this post to point out all the changes that occurred from the testing results of week one. Additionally, major changes are highlighted in green within the pdf itself. There's a lot of text to read through in the Steamroller doc, so hopefully the change log and the green highlights make it easier for you to pinpoint exactly what has been altered.
We have two dev talks planned for the near future regarding SR 2017: Objectives and potentially new Recon. When these dev talks go live, we will keep them open for longer than normal, including during hours that staff are not available to respond, so that folks not available during the previous limited time window can participate.
Before going over the changes, we would like to address the concern that SR 2017 scenarios feel less "live" or "harder to win" than in previous iterations. This is the intent. The days of racing to 5 CPs are gone, and have been replaced with a scenario system that instead promotes engagement and resolution.
Engagement: If you don't engage with the scenario, you will lose by it. Whether you give up so much board presence that you lose to the 6+ CP "mercy" rule, or whether round 7 ends and you are behind on CPs, not engaging is the fast track to defeat.
Resolution: Games in SR 2017 are typically won by either assassination, your opponent clocking, or (more commonly) winning the battle of attrition. Our intent is for players to either kill their opponents caster, or weaken their army to such a degree that they lose their board presence and begin to lose on scenario. The turn 7 limit, and the mercy rule, basically mean that once you've beaten your opponent to the point that they cannot meaningfully contest your board presence, your scenario victory is inevitable (unless they pull off an exciting assassination). To state this more directly, our intent is that Steamroller encourages playing the game, not the scenario.
Some scenarios are easier to score on than others, requiring more engagement and rapid reaction, while others are much slower. In our opinion the scenarios are ranked as follows left to right, easiest to hardest scoring: Spread the Net, Standoff, The Pit II, Outlast, Breakdown, and finally Recon.
Recon might actually be too hard to score on given the intent of SR 2017, and we are internally testing a complete redesign of it at the moment.
We look forward to your week two feedback. Feel free to test the upcoming Battle Engine CID alongside the new SR 2017 CID, in fact, it is recommended to do so if you're up for it. The increased durability of many of the battle engines makes a huge difference in controlling / contesting zones.
Oh, and don't miss the Killbox change in the Change Log. It's a pretty big one.
Cheers
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Bon, c'est clair. Le scenario n'est là que pour forcer au centre de la table. La victoire au scénario n'existe plus vraiment.
Thyamath:
Est-ce que je suis le seul à avoir l'impression que devoir jouer l'attrition (surtout pour 7 tours) est plutôt mauvais pour hordes (qui est déjà en légèrement plus mauvaise posture que warmach', de ce que je comprends) ? On dit que souvent que l'un des gros avantages de hordes est d'avoir un tour full fury, et que ça ne compte pas si ça termine la partie. Sauf que ça ne terminera plus la partie, puisqu'il n'y a plus de condition de victoire atteignable. Donc le faire signifierais une perte sèche à l'attrition. Donc un avantage compensant des inconvénients disparait quasiment de la table.
Mais bon, je peux imaginer me tromper, je n'ai que 3 partie SR 2017 à mon actif.
eN-o-N-o:
Mouai. Les joueurs Hordes se la racontent plus, mais en vrai c'est un peu la même.
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