WARMACHINE/HORDES > Discussions sur le jeu et les rumeurs
UNBOUND : règles simplifiées pour grosses batailles de Warmachine/Hordes
Pierro:
La diversité, c'est la vie... alors y a bon du nouveau :)
Douille:
Au contraire, très intéressé.
On a déjà fait quelques "grosses" batailles genre 5-6 contre 5-6 lors de journées porte ouverte ou "démonstration". C'était assez fun, mais la gestion du timing entre joueur nous posait des problèmes... a lire en tout cas, mais une partie à 150 p de temps en temps peut me tenter, juste histoire d'avoir un format de plus pour faire la fête.
Cyriss-adept:
De Matt Wilson:
--- Citer ---You can't 'speed up the game' and still have it be WARMACHINE/HORDES. What we wanted to do with the large game format is find a way to overcome what we felt was the most unenjoyable aspect of big games -- waiting an hour or more for your opponent to take his or her turn. the nature of large games is that they're going to take a while, and this is the reason that UNBOUND is not appropriate for an organized play environment. You can expect to spend 3-5 hours playing out a big battle. It's a full evening or afternoon, maybe even a way to spend a weekend. We're definitely not trying to play with 150 figures in 45 minutes.
So, it's not 'faster', there's just less waiting between rounds than what you expect out of a large format battles game. This keeps the action and intensity up for both players so you don't fall asleep while your opponent is positioning his 100th figure
--- Fin de citation ---
Perso je suis assez fan de l'idée, j'ai déjà quelques parties à 3 casters derrière moi et faut bien reconnaître que si c'est drôle, c'est méchament reloud de glander trois plombes.
Par ailleurs pour les mercos c'est l'occase de les voir dans le cadre de leur boulot, c'est à dire au service d'une faction, et ça c'est classe!
Cyriss-adept:
Un peu de nouveau sur le blog de PP.
--- Citer ---It’s Unbound blogging week here at Privateer Press, and I’m sure there will be plenty of interesting information about the new game format for WARMACHINE and HORDES. It’s been said before, but this format does not replace standard games of WARMACHINE and HORDES; it is merely a new option for games that have at least 150 points and 3 warcasters per side.
One topic that I’m certain will cause a great deal of discussion and debate on the forums is the way the Unbound format shakes up how certain abilities work. The Unbound turn structure means that any ability with a duration attached to it requires a second look. Abilities that last for a turn can still be potent but will require some strategic choices, as they will only affect the models activated during that turn. Upkeep spells and abilities that last for a full round also take on new meaning, as even moderate effects spread out over enough models can really add up.
These changes will require players to reevaluate how particular abilities work and may change how they evaluate certain models. There will most assuredly be a learning curve as players begin to find small nuances of certain models that have a big impact in the Unbound format. I’d encourage any Unbound player to approach the format with an attitude of discovery. Those who do so will find more success than players who simply follow conventional wisdom for standard games of WARMACHINE and HORDES.
Players will want to take a look at warcaster/warlock abilities in particular to determine which battlegroups will frequently be utilized in the early turns of a round versus those that are better saved for the end of a round. Warcasters/warlocks with abilities that can be used either early or late in a round with equal effectiveness make great swing casters and enhance a list’s overall flexibility. With a bit of Unbound experience, players will find the combinations of warcasters and warlocks that provide plenty of options for offense and support throughout each game round.
Last but not least, players will need to account for the domination bonus which factors into the “seizing the initiative” roll. Models with good survivability and mobility usually make the best choices for contesting zones on the opponent’s side of the table. However, really cheap warriors, like a spare Whelp or Mechanik, can hang back in a zone and let the bulk of the friendly army advance well beyond them.
Overall, there are a lot of new facets to consider and a lot of new ramifications for existing models. Whether you’re just getting the hang of your army or are looking for new ways to challenge your faction mastery, Unbound will be quite a ride.
Wishing you Plenty of Unbound Discovery,
-DC
--- Fin de citation ---
Zoroastre:
Ouais ouais ouais. C'est possible que ça tourne bien, leur truc. En fait j'aime WM/H en tant que jeu et pas en tant que pousse-gurine (après tout si je ne joue pas à 40K, c'est qu'il y a une raison), donc je pense que ce bouzin ne s'adresse pas du tout à moi.
Zoro
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