
"Anyone here play Skulldred?" Topic
8 Posts
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gorenut | 02 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  | 02 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 | 02 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  | 03 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 | 03 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  | 03 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 | 03 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 | 04 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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