Posts Tagged ‘Preview’

Coming Soon: Grinning Skull’s first adventure module, The Witch’s Daughter!

Posted on May 19th, 2017 under , , , , , , , , , , , , , , , , , , , . Posted by

Well, almost ready for release is the first Grinning Skull Adventure module, “The Witch’s Daughter”, Other than these few images, I’m not telling you too much, other than a little tease of a few pages. It’ll be on sale in a few days, and I’ll tell you more then!

GMG Exclusive Infinity N3 Preview – Hassassin Ayyar for Haqqislam

Posted on May 18th, 2017 under , , , , , . Posted by

Farsight Kickstarter Review

Posted on April 28th, 2017 under , , , , , . Posted by

Farsight Kickstarter Review

Big bastard robots!

That’s what my podcast co-host and Polyhedron Collider writer said to me when I showed him some details about Farsight, the new game from Braincrack games that the entire Polyhedron Collider crew got to play on Tabletopia this week along with Lewis from Braincrack. And the game certainly is about big bastard robots, with a mix of game-play from Space Marine, Stratego and Heroes of Normandie.

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GMG Exclusive Infinity Preview – Nomad Gecko Pilot

Posted on April 22nd, 2017 under , , , , , , , . Posted by

City Of Kings Kickstarter Review

Posted on March 26th, 2017 under , , , . Posted by

City of Kings Kickstarter Review

For those of you who are avid listeners of, or even simply tolerate the Polyhedron Collider podcast, you’ll know that I’m a bit of a fan of hefty Euros. Dice are something that I see as an addition to a game that I can plan a strategy around rather than something that forms a core mechanic. Jon and Steve feel differently on this matter. Or to put it another way, they’re both wrong and need to go to their rooms and think about what they’ve been doing with their lives. If you let him, “Dice Chucker” Tudor would have a vat of the damn things in any game he could lay his hands on, much to my consternation as I would throw those filthy polyhedrons in the fire given half the chance, which is somewhat ironic given our website name.

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The Farmers Sighted

Posted on March 16th, 2017 under , , , , , , , , , . Posted by

On display at the GAMA show in America the Hunters starter set was on display. Although the photos aren’t great you can still see that […]

Battle Report – Warmachine – A Whole New War Ep 11

Posted on March 8th, 2017 under , , , , , , , , , . Posted by

FoW- Version 4: Late and Early War Special Rules Spoiled!

Posted on March 1st, 2017 under , , , . Posted by

In this second of three articles on the new Version 4 EW/LW release, I plan to go over the special rules in both books in one shot. Starting with the EW/LW rule book; all national rules are covered along with special rules that cover equipment, weapons and unit abilities. While the “Special Rules Book” serves as a V4 translation of all of the EW/LW intelligence briefings and covers all of the warriors for those two periods of the game. While the Rule Book (RB) is a standalone product, the Special Rule Book (SRB) is not a standalone document, and you will still need the original books for the lists and arsenals that are contained in them. Even at first glance, I felt the SRB was easy to navigate and use, so you should not be confused as to what in the older intelligence books still applies in V4.  Starting with the RB, the special/national rules replace all of the special/national rules in V3. Not all of the rules made it to V4, and some like Mission Tactics are a part of the overall rules of the game and now apply to every nation. Others have been changed to adjust the balance of the game.

Equipment, Weapons and Unit Special Rules
This section of the RB covers a lot of rules that came about in the intelligence briefings over the last few years and are now incorporated into the main rules. Many of them take the exact same rules that existed the arsenal (ex. Turntable), or represent a change in how they are applied (Protected Ammo is not a re-roll and now is a -1 to your remount rating), or a total change in the rule (No-HE now adds a +1 to hit an infantry or gun team).

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Flames of War: Version 4 for Early/Late War, Rules Preview

Posted on February 27th, 2017 under , , , , , . Posted by

Now that we have taken care of all of the Mid-War releases for Version 4, it is now time to turn our attention to something I am excited for, which is the EW/LW update to V4. For those who have been following my coverage may be thinking, what a hypocrite, he blasted MW V4, let likes it for EW/LW. First of all I do think we have two related but vastly different games here, and I feel after you have taken time to compare the two, and perhaps play them you will see the difference as well. Despite my praise I do feel gamers will have some issues with some of the concepts that have changed from Version 3. This article is the first of a series that will cover the V4 EW/LW rules, the next article will cover the Special and National Rules from this book and from the Special Rules book.
The new rules come in two books; the first are the core rules which comes out to 109 pages and is a standalone set of rules not a translation of the V3 rules for V4, so you do not have to keep referring back to V3. The other book, which covers Special Rules and Warriors is not a standalone book, and serves to translate, amend, and update the info from all of the previous EW/LW intelligence briefs to V4, so you will need to refer back to the original book.

Both books will be given to you free if you present a copy of the V3 book, and even that simple statement has led to many questions of the forums. So why have two books for the V4 rules? It goes back to what I stated above, they are different games now. All of the rules that dealt with things like warrior teams, pioneers, flame throwers, etc. are not out of the MW version of the game, so why have it the rules since they are no longer applicable. Also, the deep and interesting lists, with their unique special rules are unchanged and are no long comparable to the mid war game. Another big difference between the two is that MW will have a different point scale and use cards for players to keep track of their forces vice using lists.

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