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daruk_el_rojo
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MensajeTema: preview a 2.0   Vie Mayo 19, 2017 11:52 am

A Peek at 2.0 Rules Changes

2.0 BRB Spoiler
As readers of last week’s BTS-Blog post will know by now, several key stats such as Movement vs. March are undergoing changes based on improving the depth of game design, while reducing rules complexity. To read more about the Movement change, check the last BTS Issue: Issue 5 - Communication flow, 2.0 BRB and even more info!

In 2.0 a second key stat will also undergo a similar split following the same principles:

Weapon Skill -> Split into "Offensive Skill" & "Defensive Skill" + changes to the "To-Hit" table
Note: Those are already the final names for those two stats. 



These are rather big changes, however, lets start with the Weapon Skill split.

Currently there is only a single Weapon Skill value, in future, every model will have at least two values (don't forget the Mounts here). One, as the name already indicates represents the Offensive attacking skills of the model and the other one represents the ability to parry or evade attacks.

As many are with no doubt already aware, the game has a rather similar mechanic in place right now, which is used with Characters on Ridden Monsters. Case in point: The HbE Prince on his Ancient Dragon. Here the Prince retains his WS7 when attacking, but is limited to the Dragon’s WS6 while defending.

The biggest advantage of separating Weapon Skill into Offensive Skill and Defensive Skill are the design opportunities for more cost-effective glass cannons, anvils, bruisers, tar-pits, or in general for a more distinct role. In effect, rewarding excellent generalship and understanding of unit roles. This is because certain units could, hypothetically, be designed to better perform their roles more effectively by trading off one for another. For instance, Flaggellants could, theoretically, have lower Defensive Skill for improved Offensive Skill without drastically going up in price, while Deep Watch might become much more resilient if they had Chosen-level Defensive Skill at the cost of reduced Offensive Skill.

However, as already indicated with the title, it is not the only change done here.

Along with split, there will also be a new To-Hit Table which introduces greater granularity to Offensive/Defensive Skill, beyond the current 3’s or 4’s to hit which dominate 90% of close combat between units, and which is why Weapon Skill is often regarded by designers as a rather ‘weak’ stat compared to Toughness or Strength. However, while there are buffs to the WS, it will now be a "semi soft" stat, since actually boosting it to the relevance of Strength would far exceed the working frame of the 2.0 BRB update.

Offensive Skill - Defensive SkillNeeding To-Hit Roll
4 or more2+
1 or more3+
0 to -34+
-4 or less5+
-8 or less6+


Compiled into a more visual expression it looks like this, note the differences to the current "To-Hit Table":

From left to right:
Old/Current Table - "To-Hit" changes - new Table



As you can see from the above the table, the numbers start to become most divergent towards the extreme ends of the spectrum. Combined with the Weapon Skill Split and potential design space (e.g. creating units with a great offensive weapon skill but lack on the defensive parts or the other way around) effects and spells, which affect either Weapon Skills, rise a lot in value. This combined with make rules like fear a lot more interesting when combined with a highly skilled Vampire Lord, or certain spells like "The Rot Within" against low WS units like Savage Orcs more effective.

Please keep in mind, that those weapon skill changing effects like Fear, Parry, Fencer's Swords or spells (as with everything else) might get an update with the 2.0 update to reflect this change and not make it broken in some fashion.


For the 2.0 update do not expect any changes to the Weapon Skill for the armies, not undergoing a redesign currently (so every army but WDG and DL). However, what you can expect is for the new books being designed, especially for the Demonic Legions, are units that take advantage of this ‘design window’.

As you can see, while this is a very fundamental change, it will open a lot of different design windows for the different armies, especially for their Army Strength and Weaknesses.

http://www.the-ninth-age.com/blog/index.php?entry/1590-issue-6-2-0-brb-and-wdg-background-rules-spoilers/
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Ratly_Bonsai
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MensajeTema: Re: preview a 2.0   Vie Mayo 19, 2017 3:42 pm

No se si entendí del todo bien... pero me parece interesante el cambio... creo que si podría ser interesante darle más relevancia al asunto y así también se podría meter algo de estrategia en manejar unidades más defensivas u ofensivas con ciertos objetivos específicos
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Maka
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MensajeTema: Re: preview a 2.0   Vie Mayo 19, 2017 11:12 pm

En los dos articulos mecnionan que quieren dividir el valor de movimiento en movimiento/marcha y el de habilidad en armas en habilidad ofensiva/defensiva, asi pueden hacer unidadesque peguen duro pero defiendadn poco o que acminen mucho y marchen poco.

pero este cambio de habilidad en armas solo se va a ver en demonios y mortales del caos cuando salga 2.0, el resto de ejercitos lo tendran cuando hagan el rediseño del ejercito
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Jinn
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MensajeTema: Re: preview a 2.0   Lun Mayo 22, 2017 4:42 pm

No Makq, van a actualizar todos los ejércitos para adaptarlos a estas reglas.
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Maka
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MensajeTema: Re: preview a 2.0   Mar Mayo 23, 2017 8:29 pm

Citación :
For the 2.0 update do not expect any changes to the Weapon Skill for the armies, not undergoing a redesign currently (so every army but WDG and DL). However, what you can expect is for the new books being designed, especially for the Demonic Legions, are units that take advantage of this ‘design window’.

Ese es el objetivo, pero segun entiendo esos cambios especialmente en habilidad ofensiva/habilidad defensiva se aplicaran a los libros a medida que los terminen y no todos estaran disponibles a la salida de 2.0, por el momento solo  demonios y mortales del caos estan adaptados y demonios se beneficia bastante de este sistema.
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