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"Anyone here play Skulldred?" Topic


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404 hits since 2 Oct 2013
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gorenut Inactive Member02 Oct 2013 3:53 p.m. PST

I've just been glancing over the 2.05 rules and I do like what I see in it. Currently I'm primarily playing SOBH with Ares on the side.

Anyone here play it or better yet is a beta tester with a more recent version? How are you liking the game so far? Pros and cons you've run into?

Andy Skinner Supporting Member of TMP02 Oct 2013 6:02 p.m. PST

I played a few times. Don't remember the version number. I liked a lot of it, but while I was waiting for something to happen, I decided I was happy with SoBH.

andy

gorenut Inactive Member02 Oct 2013 7:14 p.m. PST

yea, the creator was really sick but he's back on track now and will finish up pretty soon.

What do you like about it over SOBH and vice versa?

Andy Skinner Supporting Member of TMP03 Oct 2013 5:27 a.m. PST

I was hoping Skulldred was going to be able to go a bit larger than SoBH, but I'm not so sure.

I liked the Wild Die, but after a while I thought it was sorta overdone. I'm not sure everything should have one. I liked the dreadskull counters. It had just a bit more in terms of stat line than SoBH. The latter doesn't need much more, but I think it squeezes a lot into Quality and Combat.

I think SoBH improved with a revision while I was looking at Skulldred.

I remember less about Skulldred than I'd thought, actually.

andy

gorenut Inactive Member03 Oct 2013 8:46 a.m. PST

Thanks for your opinion. The one thing I do like about SOBH is how easy it is to customize the game to your liking. For example, the small changes I've made are:

1. Each side starts with "fate tokens" which allows you to modify your roll on anything by 1 for each point you spend. This has to be announced before you roll so while it does make rolls more reliable, its still a gamble because you don't know if you might have previously rolled high enough anyways. So for the most part, I think they'll be reserved for clutch plays where you know you want to have as much chance of success as possible.

2. You can sacrifice your activations for a move no matter what distance. This allows for at least low quality troops to have some sort of reliability. They can focus all their resources on moving.

3. You get +1 score for each size category rather than just a flat +1. It just made more sense to me that a gargantuan model would have a greater advantage over a small/normal model compared to a large one. Andrea the creator said there are already groups/tourneys that use this rule and it doesn't really change much so it does satisfy fluff without compromising balance.

I was contemplating giving leaders something similar to heroes where heroes get 1 free guaranteed activation, but for leaders, the free ones can only be used for leading/giving orders.

Andy Skinner Supporting Member of TMP03 Oct 2013 8:52 a.m. PST

I'm content with the SoBH move sorta like your number 2, that can't be done when within a long of enemy. This makes sense to me, because you can move into contact and really affect a combat.

I've thought about your number 3, too.

andy

gorenut Inactive Member03 Oct 2013 8:57 a.m. PST

Yea, admittedly, I mostly came up with these rules because my girlfriend prefers more predictability as well as a more standard IGOUGO formula. I got her into tabletop gaming with Mordheim and I myself came from Warhammer (starting with 40k 2nd ed). Personally, its refreshing for me that there are far more games now that aren't the out-dated (in my mind) IGOUGO formula. I like the fact that combat itself is a risk in SOBH because both sides are fighting simultaneously (something that appeals to me about Skulldred as well). Thats about the only thing I had against Ares which made things feel generic that attacks seemed a lot like "lets take turns whacking each other"

gorenut Inactive Member04 Oct 2013 10:05 p.m. PST

Pretty much got the gist of Skulldred. Went through 2.05 and the more I read it, the more I like the game. Definitely might be in my permanent stable.

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