"AWE, anybody playing this?" Topic
6 Posts
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Allen57 | 22 Dec 2016 7:07 a.m. PST |
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Who asked this joker | 22 Dec 2016 8:02 a.m. PST |
I have not played the new one but have played earlier versions. I understand that this is a completely different animal from previous versions. The only thing I can say is that the author's game designs are usually pretty well thought out. |
Dale Hurtt | 22 Dec 2016 8:25 a.m. PST |
I was surprised to find that these rules are played on a grid and that the grid is non-standard (i.e. not a hex grid or a square grid). It uses a set of templates, which are rectangles that are one or more standard squares in size. It also uses hidden information in the form of attaching markers (combat tiles, which are hit points) to the bottom of the bases. It suggests you magnetize your bases (which I do) and then add these markers to "steel paper" (thin, magnetically receptive material) so they can simply be swapped in and out, as needed. I have never played the rules, but they look compatible with DBA-based armies as a single base is a unit. Dale |
Atomic Floozy | 22 Dec 2016 9:05 a.m. PST |
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Olivero | 22 Dec 2016 9:51 a.m. PST |
Arcane Warfare Excel 10 Does not use dice or cards or whatever, tries to eliminate chance. The hidden information is used as an alternate way to bring suspense into the game, I would say. link |
Jerboa | 23 Dec 2016 8:01 a.m. PST |
Most assumptions above are correct. The Combat Tiles underneath the bases are an indication of the global unit's fighting capability: they are directly used to resolve combat and at the same time work as hit points. As the range is only 1-3 ties are frequent, so deterministic information will be often decisive. Tie break rules ensure combats are always resolved in a single round. But there is so much more to tell this new system apart from other games! I find it hard to meet opponents for this game, as it is for other fine classical games. Still to get unbiased independent feedback. |
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