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ruh-ro!

PostPosted: Sat Apr 26, 2014 9:32 pm
by Ljundhammer
I did a silly...

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Re: ruh-ro!

PostPosted: Sat Apr 26, 2014 9:42 pm
by Ljundhammer
**** **** MOULD LINES!


Edited to remove profanity, you know the rules - Talus

Re: ruh-ro!

PostPosted: Sat Apr 26, 2014 10:12 pm
by Baragash
Even with the profanity in I don't think it really covers it ;)

There's a reason my list of assembled restic models is 8 Forge Fathers, 2 Human Guards and half a Deadzone Marauder.

Don't even talk to me about the robot team :5censored :angryfire :angry7 :cussing

Re: ruh-ro!

PostPosted: Sat Apr 26, 2014 10:41 pm
by Ljundhammer
Little teams for tomorrow's " learn the game with daddy" session.

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No idea why it's Australian!?! May have something to do with beer required to cope with the moulds...

Re: ruh-ro!

PostPosted: Sun Apr 27, 2014 9:42 am
by Ljundhammer
Game this morning was interesting. I have no idea what was happening. But the kids git to kill a few people and scored some goals. I think I'm going to need to sit down with this one for a while...

Re: ruh-ro!

PostPosted: Sun Apr 27, 2014 10:49 am
by Stryder
Ljund its a great game that is worth the effort, yes ok the models can sometimes be a bit flimsy but when the rules get updated they clarify confusion over current rules and implement rules to stop unsportmanship behaviour and tactics and in relative quick time too

Re: ruh-ro!

PostPosted: Sun Apr 27, 2014 11:52 am
by berger15
Excellent game - I absolutely love it. It's fast, easy to learn, and has some nice tactical touches. There are quick "cheat sheets" around you can download. I'll put a link on when I am in work tomorrow (it's saved in my docs at work :oops: ). Pics of my first two teams can be seen here: Marauders
Marauder rear
Trontek1

I used coloured rear base faces to denote positions - Red=Guard, Yellow = Jack, Green = Striker. The fronts have the threat facings marked with green edging.

I found the mould lines on the Trontek team were far worse than the marauders. My Forge Fathers are not too bad at all. Stick with it!

Re: ruh-ro!

PostPosted: Sun Apr 27, 2014 3:08 pm
by Ljundhammer
I've watched the example game on YouTube now, and had a good read through the rulebook. Looks pretty good - a lot less "grindy" than blood bowl at least...

I'll have a few games against myself, then I'll see if I can hook up a game at my flgs.

Need to do some painting 8O

Re: ruh-ro!

PostPosted: Sun Apr 27, 2014 7:01 pm
by mattjgilbert
DB is a great game but agree that the restic models can be a real pain to clear up. The newer darker formula is a little better and they are being a bit more careful on where they put the mould lines.

Re: ruh-ro!

PostPosted: Tue Apr 29, 2014 11:43 am
by berger15
Here's a link to the quick reference sheet I use. I've given it to a few people to use, as it seems to help immensley when trying to pick up the rules!
You are all free to print / edit / distribute as you see fit :)

Re: ruh-ro!

PostPosted: Tue Apr 29, 2014 11:50 am
by Ljundhammer
Thanks berger, that's really useful.

I'm painting at the moment - I've almost forgotten how...

Re: ruh-ro!

PostPosted: Tue Apr 29, 2014 12:00 pm
by berger15
I've updated the links in my post from Sunday, so there are a couple of pics of the actual teams! I have another 6 players for each team to paint, plus Forge Fathers. I'm thinking of doing a Zee team too, just for fun!

Oh, and you're welcome. If you need anything else, just ask - I'm sure I can find someone who can help!

Re: ruh-ro!

PostPosted: Tue Apr 29, 2014 2:15 pm
by Stryder
The Zees intrigue me because they are all jacks but if im right they just overwhelm the opposition with numbers because the refs dont know whose who...the teratons however...WOW they are seriously powerful with that teleportation ability

Re: ruh-ro!

PostPosted: Tue Apr 29, 2014 3:28 pm
by berger15
Yep - that pretty much sums it up! Zees also get to move in pairs, which can make them very mobile - 10 moving for 5 actions sort of thing!

And Teratons pack a punch, but the general consensus is they are too hard to score with. I've not played with, or against them yet, so I only have the reports on the Mantic forum to go on. I know they seem to have some of the lower success rates in terms of points scored.

I really like the punchiness of the marauders. It's a simple tactic in a one-off game, take out the opponents strikers, run the gobos in for 1 or 3 pointers (can't risk the 2/4 pointers as they are jacks and have no bonus dice) - not sure how well they would fare over a season or two though.

The Void Sirens "running interference" can be a real PITA! As can the Asterians with their constant fouls! So many teams to choose from . . . .

Re: ruh-ro!

PostPosted: Tue Apr 29, 2014 4:26 pm
by Stryder
I regularly play with with the Void Sirens and Ive found that RI is useful in very very many ways because of clarification in S2 you can use it as a run, a run/slam (1 hex only) or a slam. and let me tell you that being able to modify the dice on someone slamming me really helps and i can understand why its only once per game (or against the odds once per rush as long as you are losing)

Ive played a game using the beta rules i found for the teratons (still waiting for ultimate to be delivered *grumble grumble*) and they are really powerful...if you give that team a striker then only a fool or really bad dice rolling will prevent you from winning, which is why they dont have any.
The teleportation is an amazing ability and to be able to use it as part of a slam really puts the icing on the cake

The Star-Hawks ive found to be effectively dirty judwan because in stead of pushing their opponents around they force them off but I really dont see the point of them having guards at all unless its for the keeper ability

the only team ive seen either struggle are the chromium crushers because of the quick change artist being a dice roll