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Planetfall

 Post subject: Re: Planetfall
PostPosted: Fri Oct 31, 2014 11:53 pm 
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I've ordered the starter set and the terrain box but I'm still waiting for wayland to deliver it!
Are you going to order any of the other core helix that are coming out at Xmas?
I'm selling my epic stuff to get into this game so I hope it's good!


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 Post subject: Re: Planetfall
PostPosted: Sat Nov 01, 2014 12:01 am 
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adamwest wrote:
I've ordered the starter set and the terrain box but I'm still waiting for wayland to deliver it!
Are you going to order any of the other core helix that are coming out at Xmas?
I'm selling my epic stuff to get into this game so I hope it's good!


Not planning on it, going to get a few more directorate reinforcements (moar tanks, the planes look good too and a leviathan) but will stop there, epic is still my #1 game with warmaster second, this will be a nice non-GW third game which will be fun to paint up

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 Post subject: Re: Planetfall
PostPosted: Sat Nov 01, 2014 12:33 am 
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I have been thinking about getting it, but I can't stand the colored dice+exploding dice mechanics. The former way worse than the latter IMO.

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 Post subject: Re: Planetfall
PostPosted: Sat Nov 01, 2014 12:49 am 
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Coloured dice are just essentially to differentiate AP/AT/MW shooting.... exploding dice not much different in terms of random effects than critical hits and variable damage rolls as far as I can see.....

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 Post subject: Re: Planetfall
PostPosted: Mon Nov 03, 2014 11:48 pm 
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kyussinchains wrote:
Coloured dice are just essentially to differentiate AP/AT/MW shooting.... exploding dice not much different in terms of random effects than critical hits and variable damage rolls as far as I can see.....


So I guess that Infantry cannot be damaged by one of the colours, and Tanks cannot be damaged by another colour. I must read the rules again.

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 Post subject: Re: Planetfall
PostPosted: Tue Nov 04, 2014 12:16 am 
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Nope, not the case, but I'm not sure I see your point? Have you never experienced using different coloured dice to represent special/different attacks in a game? ;) Nobody has ever said "the red dice are AP and the black dice are macro" Or something similar when rolling to hit?

Its literally no different in functional game terms to rolling different coloured dice for a different type of attack because that's what it represents..... only this way the colours are all formalised beforehand so everyone knows what all the various colours represent

You could do it with mono coloured dice if you prefer..... just roll for each weapon type separately one after the other....

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 Post subject: Re: Planetfall
PostPosted: Tue Nov 04, 2014 10:36 pm 
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Is Planetfall going to get its own forum here? I wonder....

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 Post subject: Re: Planetfall
PostPosted: Tue Nov 04, 2014 10:47 pm 
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Hope so.....

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 Post subject: Re: Planetfall
PostPosted: Tue Nov 04, 2014 11:23 pm 
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Yep I'd like to see that too!


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 Post subject: Re: Planetfall
PostPosted: Mon Nov 17, 2014 4:13 pm 
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I've had about a dozen games of this now and I really enjoy it a lot. I think the rules are great fun. I'm very much looking forward to the rest of the core helix forces being released on Dec 10.

The rule book needs work and is a bit of a task, not because the rules are difficult, they are actually quite straight forward, but the rule book just doesn't do a good job of explaining them in a few key areas.

The models and casting are superb and the future planned line of models is huge.

In regards to the coloured dice...Black Dice are used for things like Opposed Tests, Blue Dice are used rarely, usually when an attack has a reduced effect, so when shooting at a Cloaked vehicle you roll Blue Dice instead of Red Dice and when you make shield saves against kinetic weapons you roll Blue Dice instead of Red Dice. Red Dice are used the vast majority of the time in combat. I was originally worried that having to remember when to use what colour would be mentally fatiguing and require often referencing tables etc, however that's not the case.


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 Post subject: Re: Planetfall
PostPosted: Mon Nov 17, 2014 7:38 pm 
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So what is the core idea? Epic A for example I would sum up as high movement relative to range and suppression as the two defining areas (movement going to extreme lengths with stuff like the marine army...).


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 Post subject: Re: Planetfall
PostPosted: Tue Nov 18, 2014 12:38 pm 
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Keeping in mind that the game has only had the surface scratched in terms of available races and units, and the army lists for those units...at this very early stage I feel that the game has smaller movement distances in relation to shooting ranges than Epic does. There's no suppression, however units can collect disorder markers which convert to damage at the end of the turn.

The game is more streamlined that Epic, but is not quite as detailed in its operation of units either. However, as I said, there are a lot more units and races to come.


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 Post subject: Re: Planetfall
PostPosted: Tue Nov 18, 2014 1:20 pm 
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So high high relative to range and extra end of turn damage sums it up? So whiz around, play a turn, end of turn remove a bunch more models, start next turn? I assume it is alternating activations?


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 Post subject: Re: Planetfall
PostPosted: Tue Nov 18, 2014 5:07 pm 
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Alternating activations, yes.

Positioning plays a much greater role, flanks and rear have lower target numbers to damage then the front arc, so an attack that could just whiff from the front can cause damage from the rear, forcing disorder checks (disorder is brutal in this game).

Objectives can only be secured by light vehicles (scout tanks/buggies etc) or infantry; with infantry overruling vehicles. Infantry then are critical to winning the game, but only have limited ability to deal with opposing tanks etc currently (specialist tank hunter etc infantry in the pipeline) and are naturally very slow.


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 Post subject: Re: Planetfall
PostPosted: Thu Dec 11, 2014 9:09 pm 
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Picked up the rule book and it does look pretty good (if a bit rough round the proofreading :-) ) Only wish it had suppression rules and I'd probably be tempted. Anyone played it yet?


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