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 Warmachine/Hordes MkIII, Hey Wey.

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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty22.04.16 18:04

Ca veut dire mainstream ? Courant dominant ? Je ne comprend pas mieux...
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ealthril
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty22.04.16 19:48

Spéciale dédicace à Vlad, de Soles :

Quote Originally Posted by Jynxed  View Post
That's all well and good, but getting a free focus that we need to use to boost to hit doesn't really leave us anywhere except with bad Jacks that we're now all forced to play.

I was optimistic that bad Jacks would get better, but given what we know so far I suspect it will be much what it is now. Only the powerful character Jacks will see play and everything else will sit on the shelves.
Power Up is a big deal and its implications take a bit to be absorbed. It is in effect a power multiplier and it has changed the balance of the some Factions. That said, right now in my opinion the Protectorate's warjacks are in a good place and I am happy with them. They are solid and do the job they were designed for. You may disagree, but you should at least wait to see their final rules before making your mind up.

Et plus loin :

Quote Originally Posted by Jynxed  View Post
I'm aware logically of what one free focus is capable of, I've seen hordes and played hordes.

Even getting a free focus and having to boost to reliably hit anything def 13 it higher isn't a buff, it's a straight nerf. I understand that powerup + choir would be ridiculous. No one is mad that choir got nerfed, we're mad because right now we have zero spoilers about our faction to balance out the fact that our Jacks will likely only excel against khador and be a liability against everything else.

That doesn't help focus 6 casters who can't fuel Jacks well, and PoM was one of the few factions that could run a focus 6 caster and still have functioning Jacks to an extent because of choir. And even then we only ran gun Jacks because we certainly couldn't fuel melee ones.

If you're going to podcast about huge nerfs to a faction, we just want you to pad it with something to look forward to. You know, maybe some water to help force down the bitter pill you're giving us right now.
Yeah... I agree that a little sugar would have made the medicine easier to swallow.

But to the topic at hand, one of the balancing Factors we have not discussed is the point cost of the Protectorate's warjacks, which a pretty reasonable for what you get. They are all costed in a vacuum based on their inherent capabilities. You actually get a lot of damage output and some real resilience for their price. Protectorate warjacks, even without the Choir, hit pretty hard. And their warcasters carry a fair number of their own buffs. And with the Choir you can remove a lot of threats from the game by decided you don't want to let your warjacks get shot up or crippled by spells.

And that 6 focus caster can now effectively run a battlegroup like never before and have focus left over to cast a spell (or two). No, you likely cannot do everything you want to do every turn, but that is by design. This is a game of resource management. However, we just made management a lot easier

Une pensée pour Skorne Circle et Legion :

Quote Originally Posted by SpacemanSpiff  View Post
Could we please get some info on what toning down of fury management means for units like pain giver beast handlers?
I am presently working from home away from the current rules and my database, so I'm working without a net. But I will try to shed a little light for you. In our early evaluation of the game as we went into this new edition we determined that frenzy was too predictable. It seldom happened and did not seem like the balancing factor against running beasts too hot that we were looking for. In short, that risk management aspect was just not there. So we we slightly reduced THR stats were it seemed most reasonable, with the most savage beasts having the lowest THR and the most disciplined having the highest (Nephilim and Titan Sentries come to mind as high THR models).

We also reduced the effectiveness of the Condition special rule so that instead of being able to add or remove any amount of fury, the conditioning model could only add or remove 1 fury point.

Those were the most substantial and uniform changes though there are certainly other tweaks elsewhere

Pour nos amis troll :

Quote Originally Posted by Madadh View Post
I'd actually expect the Trollblood lights to have higher THR than say, Goraxes. They are smart and disciplined enough to use weapons after all.
Seems reasonable.
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty22.04.16 20:12

Bon rassurez moi pour les cartes ils vont sortir des deck comme pour la mk2?
Bon j ai 2 deck et demi à racheter dans ce cas...
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ealthril
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty22.04.16 20:57

Sur la fury, de Soles

Quote Originally Posted by Patryn  View Post
What diminished volume of attacks? You still have way more volume of attacks than Warjacks. Go over the amount of fury you can manage? Guess you'd better make sure what you got out of it was worth it. It's how Fury was meant to play.
Diminished volume of attacks because it means either fury will linger from turn to turn (if the beast does not frenzy) or because it frenzies and makes only one attack (possibly in the back of a friendly model). That said, in practice beasts are still devastating on the tabletop either because if you play smart their is still plenty of fury mitigation in the game or because when you play your beasts hot they still wreak a lot of havoc before you see the repercussions.

Pour Pantoufle notre joueur skorne :

Quote Originally Posted by Kalixas View Post
As a Skorne player, it seems like our faction is going through similar changes with core components of the faction being nerfed (heavy infantry, beast-heavy battlegrouos). Additionally, many of our most effective beast casters have fury 5, making it even harder. There has been no good news as to the contrary. Could you go into more detail about how Skorne's playstyle is evolving in mk3, particularly as to the role of their warlocks in the new edition?
Every Faction is going to have some changes. Everything was reevaluated and rebalanced. That said, we will be releasing Insiders that feature an overview of each Faction which will cover what you are looking for coming in the next weeks.

I will say that we looked closely at each of the Skorne warcasters and I think unlocked some really interesting potential play styles.


Dernière édition par ealthril le 22.04.16 20:58, édité 1 fois
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty22.04.16 20:57

Bhaal a écrit:
Bon rassurez moi pour les cartes ils vont sortir des deck comme pour la mk2?
Bon j ai 2 deck et demi à racheter dans ce cas...

ta qua lire les 10 pages ou aller sur hobbyhshop...
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ealthril
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty22.04.16 21:06

La retribution n'est plus une sous faction cheers

De PPS_SIMON :

Quote Originally Posted by Tick-Tock Man  View Post
Late to the thread, but I was wondering why it sounded like they were not sure whether to or not include Ret as a main/primary faction in the next Prime book. PP has always treated Ret as a main faction since thier arrival in MK II, but it surprised me that it sounded like they were not an auto include.
It was never a question for us, but the new edition marks the first time Retribution are included in Prime and we thought it was noteworthy.

Toujours du même mais pour cyriss :
The Convergence of Cyriss will receive a Forces of WARMACHINE book like every other faction but that's all the information I have to share at this time.

Pour Vlad de Will Hungerford :

Because it's Friday (and totally not because the glowering shadow of our forum overlord PPS_Simon is hovering over me with one of Reznik's wracks at the ready) let's talk some numbers!

Much like the Slayer I previewed in Wednesday's Insider, the tried and true Crusader is pretty much the same warjack Protectorate players know and love. Albeit it now has that sweet RNG 1 on its melee weapons. The big thing to consider in the new edition is that this jack comes in at a bargain 10 PC. As many have postulated 10 PC puts it at a cost less than several light warjacks. I don't care how "basic" you may consider the Crusader, when your opponent throws down 3 of them for free with each getting a guaranteed focus a turn they are a force to be reckoned with!

But what about another example I hear you (and not the deep menacing growl of PPS_Simon) say! Well let's look at the Templar. In the new edition the Templar's shield gained a point of POW and, more importantly the Templar now has Shield Guard! And at a PC of 15 it's even slightly cheaper than it was in Mk II.

And for a final point of comparison, the Redeemer is now 11 points (so again slightly cheaper) and, are you ready for it, thanks to the change in how ROF works in the new edition just flat out gets to make three skyhammer shots per activation, no focus required (nevermind that you still have one for free).

Et Soles qui ajoute :

I'm surprised you didn't mention that the Reckoner's Flare removes Stealth now...

Du même mais pour cyriss :

There are new Convergence models in the works. They will be in the Convergence Force Book.

Soles détaille :

Quote Originally Posted by Hal Gill View Post
Does the Reckoner then see through Stealth itself now?
Not natively, no. I guess I should have also stated that Flare kept its –2 DEF penalty though, so the Reckoner can paint targets for other models in the Faction is blast apart.
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty22.04.16 21:20

Spéciale dédicace à Loki cette fois, de Hungerford :


The Archangel is now SPD 7 and is the first gargantuan or colossal to have a rule that allows it to move outside of its normal movement in Deceptively Mobile (I argued really hard that it should be called Insanely Fast, but I was overruled). Deceptively Mobile simply says that at the end of an activation this model did not run or fail a charge it can advance up to 3", then its activation ends. This rule replaced the Archangel's Ride By Attack but I think in the end you'll quickly see it was well worth the trade as this nimble gargantuan effectively gained 4" of potential movement.

Oh and its RAT went up to 6. So it's way more accurate with those d3+1 AOE 3 POW 14 dragon fire shots!

Quote Originally Posted by sepher32  View Post
Hmmm dragon fire shots..... Is that an animus spoiler I see?
No, that's just me speaking colloquially. Its animus matches the one it has now post errata. Cost 1 set everything not friendly within 2" on fire.

Comment ça t'as pas encore acheter ton Archangel ?? santa

Le nouvel Insider parle de la journeyman league. Le prochain du style parlera du steamroller...
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty22.04.16 22:23

Merci Ealthril pour les news Wink

Il y a une news avec le nouveau feat de Morghoul2 : c'est le même que les tests de la MKII : Blind pour tout les ennemis dans sa zone de CTRL Shocked
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty22.04.16 23:07

Mouais, donc c'est bien ça. Les warjacks Protectorate vont passer de "Prix dans la moyenne, efficacité au top" à "Prix sous la moyenne, mais vraiment pas bons".

A quoi sert de jouer 3 Crusaders à 10pts, où tu sais que tu vas en perdre 1 voire 2 avant de faire quoi que ce soit, et où la dépense de 2 Foc pour le mettre full ne sera pas forcément rentable, quand tu peux jouer 30 pts d'infanterie ?

J'ai du mal à comprendre... Si on a rien pour buff la MAT, c'est pas le Reach à 1" qui va compenser la SPD 4 ! Le bilan : en l'état on retombe sur les constats de MkII où tout le monde (sauf pFeora ...) se rabat sur les warjacks nommés exclusivement. Le Reckoner étant la seule exception puisque son prix était juste aberrant 8pts au lieu de 10, en gros).

Donc Simon est bien rigolo, mais c'est un "TG, mais je reste poli !". A moins que notre infanterie soit elle aussi pas chère et pas efficace, je ne vois pas pourquoi je jouerais des Warjacks en mkIII. Encore moins qu'en mkII ! Puisque au moins en mkII je pouvais les rendre bons.

Concrètement, pour 10pts, tu as :
- Crusader. MAT 6, POW 18 / POW 14 dont 1 gantelet. SPD4 DEF10 ARM19 Box32
Ou bien
- Slayer. MAT 7, POW 16 / POW 16 / POW 12 dont 2 gantelets, SPD6 DEF13 ARM17 Box 28. Combo Stike POW 22.

Les deux sont nuls, mais il y en a un qui peut faire un truc avant de se prendre toutes les alpha de ta vie dans les dents, et pas l'autre.
(Indices : l'un avance presque aussi loin que l'autre charge. L'un frappe plus fort et plus précisément que l'autre. L'un a une meilleure efficacité par point e focus que l'autre.)

On parle de Warjacks... Si je prends 10-12 PV dans la mauvaise colonne je suis hors-jeu pour toute la partie. Courir à 8", et engager en charge à 8", c'est pas la meilleure chose pour arriver en un seul morceaux. Et devoir jouer 20% de ta liste en soutien pour serrer les fesses un peu plus sereinement, merci bien !

Donc pour l'instant, Sun pas content ! On nous promet monts et merveilles mais pour le moment ça fait clairement pas rêver !

SunHunter -
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ealthril
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty22.04.16 23:36

Pour Vlad encore, de Hungerford :

Quote Originally Posted by Arractur  View Post
Dear PPS representatives, may I try your patience again and ask about one more thing Protectorate? There is a piece that really worries every PoM player I know, and that's Avatar of Menoth. With announced focusing on Battlegroup, free FOC for everyone, removal of Terror and the rest, it seems like our greatest Warjack loses almost everything that was special about it. NOT asking for straight spoilers, don't even want them, but will Avatar be reworked to retain its divinity and specialness, in accordance with changes coming?

The Avatar is still scary as hell.

Pour la Retribution de Hungerford :

Quote Originally Posted by bakaryu View Post
Hey Will two quick things I wanted to ask about:

I just finished reading the Ragnor Skysplitter fiction and I love his character. I noticed in the story that a beast mistress was controlling a Carnivean, was this artistic license or accurate to her new rules?

Also Retribution has been starving for some spoilers, can you give us a little something to tide us over for the weekend? Perhaps the Gorgon is now worth taking?
Artistic license by the author.

For spoilers let's just say come the new editions Thyron isn't going to be the only Ellowuyr swordsman on the table. He's going to have a whole mess of friends real soon to show those snobby Dawnguard who the real sword masters are.

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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty25.04.16 9:52

Moi j'attends de voir les stats du nouveau Mamoth parce qu’avec les nouvelles règles de tirs ça me parait pas mal...
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty25.04.16 9:57

4canons sur le dos , jimagine ROF4 pour les initiales mais pas de Reload pour racheter des attaques
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty25.04.16 10:00

Lokieris a écrit:
4canons sur le dos , jimagine ROF4 pour les initiales mais pas de Reload pour racheter des attaques

Ca me va ! grin
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty25.04.16 10:13

Ce n'est qu'une supposition ne te fait pas de fantasme non plus lol
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ealthril
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty25.04.16 10:24

Quelqu'un sait quel jour parait le No Quarter normalement?

Parce que dans le prochain :

Brace yourselves, No Quarter #66 is coming. And we've packed each page with behind-the-scenes information on the new editions of the games you love. Prepare to read articles from Lead Developer Jason Soles, who shares all the biggest rules changes you’ll see in June; Privateer Press staff, who duke it out with the new Battlegroup Start Boxes in THREE revealing battle reports; the development team, who show off the stats and profiles for each faction’s new Battlegroup Start Box warcaster and warlocks, as well as their battlegroups; and Art Director Mike Vaillancourt, who delves into the brand-new art of the new edition.
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty25.04.16 11:02

d'apres wayland dans 35 jours et 14h lol c'est celui de mai ^^
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty25.04.16 11:18

Le double Mamoth va etre compliqué par contre si le nouveau format et de 75 pts et que les points de BG ne comptent pas pour les Gargant / Colosses... Snif
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty26.04.16 9:11

Hier soir, nouvel insider de Soles, qui confirme en gros que toutes les portées de mêlée seront réparties entre 0.5, 1 et 2".

Certaines troupes voient leur mêlée augmentée à 1, d'autres qui avaient reach sont diminuées à 1".

Et de Hungerford, sur la règle Lance (un peu bizarre je trouve dans le concept...) :

Lances still exist in the new edition. However the rule has been retooled for clarity per the new melee ranges:

Lance - This weapon can be used only to make charge attacks. This weapon’s RNG is 0 unless this model charges. When this model charges, this weapon’s RNG is 2 until the charge attack is resolved.

De Soles :

Quote Originally Posted by Mr. Golden Deal  View Post
So can you attack a B2B model with a lance?
Nope. All clarified in the core rules.

Quote Originally Posted by Arractur  View Post
Mr.Soles, than do, for example, Stormlances GAIN the lance rule? You know, because they kinda supposed to...
I don't believe any models gained it.

Pour l'article sur la Retribution bientôt :

Quote Originally Posted by Sigmatron  View Post
Mr.Soles! Have time for the Strike force tid bits!?! PLEASE!!!
My apologies, but it looks like Will Shick will be writing an overview of the Retribution in the near future and I don't want to scope him.

De Hungerford :

Quote Originally Posted by gamefreak180  View Post
with reach gone what will the swamp horrors animus be?
There will still be spells and abilities that effect a model/unit's melee RNG, such as the Swamp Horror's animus Elasticity, which now reads: Target friendly Faction model’s melee weapons become RNG 2. Elasticity lasts for one turn.



Pour ceux qui jouent merco ou minions, voici l'équivalent des battlebox, de Hungerford :

Default New Journeyman League stand-in battleboxes
Hey All,

Recently I talked about some of the changes coming to the Journeyman league in an Insider, check it out here: [Vous devez être inscrit et connecté pour voir ce lien]

In this, I mention that the Factions that are not receiving a retail battle box in the new edition will have a "stand-in" for players wishing to play in a Journeyman League. With the new edition right around the corner, I wanted to let you all know what those models were so you could plan ahead for any purchases / painting you wanted to do before the new edition of WARMACHINE & HORDES, and all of the new organized play drops this June.

Convergence: Syntherion 1, Montior, Galvanizer, Diffuser

Mercenaries (1 of 2): Magnus 1, Manger, Rover

Mercenaries (2 of 2): Ossrum 1, Driller, Blaster, 2 x Gunners

Minions (1 of 2): Helga 1, War Hog, Battle Boar, 2 x Razor Boars

Minions (2 of 2): Barnabas 1, Wrastler, Boneswarm, Bull Snapper

Enjoy!

Quote Originally Posted by fish715 View Post
Thanks for not keeping us in the dark too long. Looks like I'm finally being forced to buy a Boneswarm...
I think you'll have a lot of fun with him in this battle box, especially since the Wrastler now has Rage as its animus, all of the beasts can hit like a ton of bricks! Plus I can't think of many models in the game that paint up quicker (and still look great) than a Boneswarm
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty26.04.16 14:28

[Vous devez être inscrit et connecté pour voir ce lien]

135 € les 12 decks de cartes bilingues Vs 22 € le deck bilingue.

Y'a peut être moyen de partager tout ça en trouvant preneur au sein de la guilde non ?

Un petit post recap pour savoir qui veut quoi ?
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty26.04.16 15:17

perso je vais attendre de voir les regles et les cartes avant d'acheter les cartes mais sinon il me faut pour l'instant :

- troll vo
- everblight vo
- cryx vo
- merco cephalyx vo
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty26.04.16 15:43

Je vais créer un post spécifique pour récapituler les besoins de chacun.
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ealthril
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty26.04.16 23:19

Un peu déçu aujourd'hui pas de news...

Mais ils vont se rattraper demain et jeudi :

PPS_SIMON :
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While I am happy to report that tomorrow's Insider will feature some information on Steamroller in the new edition, and most excitingly, our in-depth series of faction overviews will begin on Thursday (along with an extra article on another subject!), not every single news item we post between now and Lock & Load is going to relate to WARMACHINE and HORDES. The vast majority of what we have to share in the next 6 weeks will, but we do have a number of other games with devoted audiences that we will discuss when appropriate.
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pantoufle
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pantoufle


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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty27.04.16 11:25

Ah j'attends demain avec impatience !! comment on score bordel ? c'est çà qu'est important !! Twisted Evil
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty27.04.16 11:47

pantoufle a écrit:
Ah j'attends demain avec impatience !! comment on score bordel ? c'est çà qu'est important !! Twisted Evil
Ce que l'on sait du SR2016, c'est qu'il devrait marcher tout comme le SR2015, à base de zones, de drapeaux, et d'objos.

Sauf si Hungerford s'est amusé avec les PG et la communauté en nous filant de fausses infos ces 3 derniers mois ! Razz

SunHunter -
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pantoufle
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 7 Empty27.04.16 12:08

SunHunter a écrit:
pantoufle a écrit:
Ah j'attends demain avec impatience !! comment on score bordel ? c'est çà qu'est important !! Twisted Evil
Ce que l'on sait du SR2016, c'est qu'il devrait marcher tout comme le SR2015, à base de zones, de drapeaux, et d'objos.

Sauf si Hungerford s'est amusé avec les PG et la communauté en nous filant de fausses infos ces 3 derniers mois ! Razz

SunHunter -

Et oui mais est-ce que le KTC arrête toujours la partie ?
Est-ce qu'il y aura un nombre de tour limité ?
Combien de points de contrôle il faut pour gagner ?
est-ce qu'il y aura d'autre façon de gagner des PdC ?
Est-ce que les objos vont changer ?

bounce


PS: si jamais il change pour un truc du genre : une partie c'est 6 tours de jeux, le vainqueur est celui qui a le plus de PdC au bout de 6 tours, le KTC c'est 3 PdC, la domination 2, le contrôle 1, les objos pétés 1; la clock au bout empêche juste le joueur de jouer.
Et ben ça change quand même la donne tout en gardant les principes du SR2015 évoqué Razz
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