July2November Summary / Podsumowanie od Lipca do Listopada

  Lazy Summer & Autumn / Leniwe Lato i Jesień LRDG Snipers & Aussie Spotters French&English Desert Scorpions / Pustynne Skorpiony Nathalia Ritz 🙂 FKB 50 „MONSTER”- Gregor the Defector       A-Case Review and more… / Recenzja A-Case i jeszcze coś…. How easily transport army with A-CASE / Jak łatwo transportować armię z […] Artykuł July2November Summary / Podsumowanie od Lipca do Listopada pochodzi z serwisu Dust Brothers.

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Command Points are 8th Edition’s Psychic Dice

TL;DR: They’re good at injecting flavor into the game, are fun in small quantities, but when deployed en masse break the game. This started as what was just going to be a flippant post to the Variance Hammer Facebook page, but on the drive home things…took a turn. So here we are, talking about how Command Points, and the problems with them, run pretty parallel to the problems 7th edition had with the Psychic phase. But What About Formations? “Wait!” You say. “Command Points and Stratagems replaced formations, everyone knows this!” From a gameplay and source of mechanics perspective, this is correct. Command Points and Stratagems replaced Formations as “The expandable way to inject army-specific feel and special rules into the game”. But it’s not the intent of a mechanic, or what role it fills, that is often problematic. Sometimes, it’s the mechanic itself – and that’s where we hit the 7th edition psychic phase. Looking back on my 7th ed

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