Post by Lagi on Jan 2, 2021 13:57:32 GMT
I print and play last 2 days quickstart AoFR. I play with myself like 5 battles and have lots of fun.
This quickstart is great, i in 1 hour print and prepare (glue paper to balsa) for first game.
The units stat sheet with spells and special rules for vampire are great aid. However there is lots of space to clarify more rules, f.ex. Fast 9"/18" would save time from searching for the rule. I would add also info for Wizard, Furious, Poison, Fearless, Impact, Phalanx - so newbe dont have to stop for looking for explanation.
Charge rules should not shuffle the defender. It feels very odd. Corner charges should be just forbidden.
Rules should have this 45 arches from unit corners, to specify when the charge can land at flank.
Melee attack should be result simultaneous.
Tracking when do you used your full melee strike, and when its only hit on "6"es, i think could be solved more elegant somehow. It also create unrealistic decision, when your troops dont counter strike, waiting for better opponent.
Hero in being wipe out unit, should reroll on own defense each wound that overkill the unit.
The Ghoul unit is OverPower. in army book it cost 105, cheaper than Ghost 115.
Look at below top-right picture. Vampire Lord cast Dance of Death (+1 hit) on Ghouls, and they roll 20 dice hitting on 4+, plus Poison add 6x hits. It was total 20 dice for wound check! I annihilate the swordsman in single turn. On the bottom-left picture, you can see the outcome. Captain take only 2x because i reroll the wounds again on his Defense, and due to playing simultaneous combat, the ghoul take 4 casualties as well.
Core models with 2x attack are too good, and there is too much rolling, which multiply the power of special rules. Guess good solution would be to make second rank a supportive attacks.
Poison rule doesn't feel right.
So having poisoned blade, I can somehow kill 3x man at once? I think it would make more sens (and be faster dice-wise), if every "6" auto wound target. You stab someone lucky, not good enough to do him any harm, but the poison get into victim body and kill him soon after. If you cut big giant? Your puny poison is not enough to takehim down.
Sergeant should give 1 more dice to dice pool, instead creating separate one just for him.
Musician and Standard are too powerful with +2 CombatResolution. And dull having same effect.
Regeneration rule feels wrong. Its not any regeneration, its just Ward Save. Regeneration should resurrect 1 model [or remove 1 wound] from unit during activation.
Ethereal being 5+ ward save is good (i even like the name more).
Commander heros like Captain can have something like "Inspiration: each pass Morale check, resurrect 1 model/heal 1 wound" [ i check the Inspiring Presence: but +1 to hit is not very interesting].

This quickstart is great, i in 1 hour print and prepare (glue paper to balsa) for first game.
The units stat sheet with spells and special rules for vampire are great aid. However there is lots of space to clarify more rules, f.ex. Fast 9"/18" would save time from searching for the rule. I would add also info for Wizard, Furious, Poison, Fearless, Impact, Phalanx - so newbe dont have to stop for looking for explanation.
Charge rules should not shuffle the defender. It feels very odd. Corner charges should be just forbidden.
Rules should have this 45 arches from unit corners, to specify when the charge can land at flank.
Melee attack should be result simultaneous.
Tracking when do you used your full melee strike, and when its only hit on "6"es, i think could be solved more elegant somehow. It also create unrealistic decision, when your troops dont counter strike, waiting for better opponent.
Hero in being wipe out unit, should reroll on own defense each wound that overkill the unit.
The Ghoul unit is OverPower. in army book it cost 105, cheaper than Ghost 115.
Look at below top-right picture. Vampire Lord cast Dance of Death (+1 hit) on Ghouls, and they roll 20 dice hitting on 4+, plus Poison add 6x hits. It was total 20 dice for wound check! I annihilate the swordsman in single turn. On the bottom-left picture, you can see the outcome. Captain take only 2x because i reroll the wounds again on his Defense, and due to playing simultaneous combat, the ghoul take 4 casualties as well.
Core models with 2x attack are too good, and there is too much rolling, which multiply the power of special rules. Guess good solution would be to make second rank a supportive attacks.
Poison rule doesn't feel right.
So having poisoned blade, I can somehow kill 3x man at once? I think it would make more sens (and be faster dice-wise), if every "6" auto wound target. You stab someone lucky, not good enough to do him any harm, but the poison get into victim body and kill him soon after. If you cut big giant? Your puny poison is not enough to takehim down.
Sergeant should give 1 more dice to dice pool, instead creating separate one just for him.
Musician and Standard are too powerful with +2 CombatResolution. And dull having same effect.
Regeneration rule feels wrong. Its not any regeneration, its just Ward Save. Regeneration should resurrect 1 model [or remove 1 wound] from unit during activation.
Ethereal being 5+ ward save is good (i even like the name more).
Commander heros like Captain can have something like "Inspiration: each pass Morale check, resurrect 1 model/heal 1 wound" [ i check the Inspiring Presence: but +1 to hit is not very interesting].
