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Rabbi
Nov 20, 2002




Dungeon command is amazing. Click above for BGG link.

NOT A CMG, NO BLIND BOOSTERS

Links
  • Promo video from Wotc: here
  • Long panel discussion with WotC talking about the design process: here
  • Video explaining basics (ignore bad opinions): here
  • Penny Arcade review: here
  • My Reddit Link to Build Interest: here
  • Buy singles from Auggies: here
  • Totally Rad Show Review that shows gameplay: here

About

Dungeon Command is a card-driven skirmish game played on modular interlocking map tiles that uses action cards, creature cards and miniatures. It is based on the Dungeons & Dragons property owned by Wizards of the Coast. There are numerous faction expansions for the root Dungeon Command game engine. Basically, it's Magic: The Gathering mixed with a pre-painted miniatures game sort of mixed with dungeon twister. It's an LCG meaning no blind booster purchasing. My favorite part is that there's no randomness in combat other than cards, so it's all about strategy and tactics. The strategy involved in creating your own decks and warbands is nearly limitless, and the game is still in its infancy with a ton of expansions on the horizon. I can't stress enough that the fun part of this game is being able to develop cool concepts creating your own decks and warbands.

http://www.enworld.org/forum/en-world-official-reviews/327116-review-dungeon-command-wizards-coast.html posted:

The game solves problems I've had with miniature skirmish games before, and does it with solutions that are elegant and effective. The way you can reinforce your warband, the cowering rules, and the card-based gameplay make for a game that I really enjoy. Dungeon Command is an exceptional game, and I am eagerly awaiting the release of new sets so I can see more of what is possible in the game.


Getting Started

All you need to do to get started is find a buddy, and both of you need to pick up one of the two sets currently out. The choices are outlined in more detail below, but they are Sting of Lolth and/or Heart of Cormyr. You can both choose the same set if you'd like. Your two sets will include everything you need to start playing, and will show you the possibilities if you choose to start customizing!


Deck Building

1. Your warband must include at least 12 Creatures (cards and minis). You can have up to 4 copies of each.
2. Your warband must include at least 30 Order cards. You can have up to 4 copies of each.
3. Your warband must have exactly 1 Commander Card.

The Order Decks included in the faction packs have 36 Order cards, so the first thing you can do is cut out cards that you don’t like to create a more efficient deck. You can then add another faction pack to really kick your deckbuilding skills into high gear—either with a duplicate pack, or blending together different packs with shared abilities (or buying specifics from Auggies.)


FAQ

I just want to build a specific deck/warband, and I don't want to deal with buying all these faction packs.
You can go to Auggies and buy just what you want for your deck/warband!

How much extra poo poo do we need beyond just the box? Like, will the box keep us for ever and ever or are we gonna have to get more stuff on top of this?
It really depends on how much you want to get into the game. Each player can buy one faction box and use that as their warband and have fun just playing that game. You could each buy two faction boxes to do a little more customization. You can buy singles from Auggies without ever buying a faction box. OR you can buy 4 copies of every single faction box like a huge sperg (my brother and I) and have all of the customization you could ever want. It's really up to you!

Is it integrated with the D&D Board games at all? Are the tiles the same size?
Yeah, the D&D board game tiles fit with the Dungeon Command tiles.

How are the figs? What sort of assortment do you get with each set?
The paint jobs are about what you'd expect from pre-painted minis. Probably on par with HeroScape minis (SoL, HoC). You get 12 miniatures with each set, with a couple of duplicates, and they're versatile sizes.

What sort of LCG model does it use? As in how many of each starter will I need if I want 4x each card?
You'd need 4 of each faction box to have 4 of ~everything~, but since this includes a lot of duplicates it's probably cheaper to buy 1 faction box then the individual minis / 3 more sets of order cards separately. Like WarEagle said it's an unfortunate model, but I believe that the secondary market is going to make the game much more affordable when players start creating their own warbands.

How do I determine which creatures I can deploy during set up?
You draw an initial creature hand equal to the creature hand size on your commander, and use those for your starting deployment.

Can I use a creature power to change the location of where an Adventurer deploys due to the Behind Enemy Lines card? (For example, the War Wizard's Arcane Portal power)
No. Creature powers like Arcane Portal affect normal deployment rules. When deploying using Behind Enemy Lines, you have to follow the rules on that card, which in this case means deploying in the enemy start zone.

When the Umber Hulk uses Confusion Gaze, who makes the melee attack? The Umber Hulk, or the slid creature?
The Umber Hulk makes the melee attack.

If an adventurer creature is adjacent to two Dwarven Defender creatures, does the Block 10 ability stack?
No. Multiple instances of an ability like "Block 10" do not stack.

When I use a slide ability on one of my own creatures, does it benefit from its special movement like flying or burrowing?
No. Slid creatures use normal movement restrictions.


Errata

- Faerie Fire is a Level 2 INT spell. One of the cards in the Sting of Lolth set was misprinted as Level 1.

Rabbi fucked around with this message at Sep 11, 2012 around 15:21

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Rabbi
Nov 20, 2002



Pictures



Here's what happens when 2 people decide to buy 4 copies of each set so we can fully customize our decks/warbands



Random shots of games in progress


Expansions




Pictures of the miniatures








Pictures of the miniatures

Rabbi fucked around with this message at Sep 10, 2012 around 20:40

Winson_Paine
Oct 27, 2000

Oh no, the Grumpy Old Troll! Maybe if you solve his riddle he will leave you alone.


I have been trying to nag my group into going in for some of these, I am curious about a few things.

- How much extra poo poo do we need beyond just the box? Like, will the box keep us for ever and ever or are we gonna have to get more stuff on top of this?

- Is it integrated with the D&D Board games at all? Are the tiles the same size?

- How are the figs? What sort of assortment do you get with each set?

Darksaber
Oct 18, 2001

Our only option was to lose.
I wish to revise that.

So is this what Wizards did with that playtest they put out a while ago for D&D minis? I never had a chance to playtest it but I do remember it having cards and also having drow in there. From what I remember of the cursory reading I did it looked rather nice.

What sort of LCG model does it use? As in how many of each starter will I need if I want 4x each card?

War Eagle
Mar 27, 2007

Getting eaten by the Abominable Snowman, thats a freak accident.

Winson_Paine posted:

I have been trying to nag my group into going in for some of these, I am curious about a few things.

- How much extra poo poo do we need beyond just the box? Like, will the box keep us for ever and ever or are we gonna have to get more stuff on top of this?

- Is it integrated with the D&D Board games at all? Are the tiles the same size?

- How are the figs? What sort of assortment do you get with each set?

For a group everyone would need to buy one box. You can play a 1v1 game with a single box, but it's on half a board with half sized armies and half sized decks. If you want to mix and match your armies you'll need a couple of copies of each box, plus there are more expansions on the way, so new guys added to the armies and new order cards for the order deck.

I think the tiles are the same, and the creatures come with cards for the DnD board games so that some of the figures can be used as heroes and allies, and some can be used as monsters. I've never played any of the DnD board games, so I can't speak to the quality or usefulness of the figures as they relate to that.

Each box is 12 figures, many of which are retreads from Heroscape DnD or the DDM game. They are painted, which is nice, but if you have a large assortment of figures already you won't be buying this game for the figures alone.

War Eagle
Mar 27, 2007

Getting eaten by the Abominable Snowman, thats a freak accident.

Darksaber posted:

So is this what Wizards did with that playtest they put out a while ago for D&D minis? I never had a chance to playtest it but I do remember it having cards and also having drow in there. From what I remember of the cursory reading I did it looked rather nice.

What sort of LCG model does it use? As in how many of each starter will I need if I want 4x each card?

Yeah the playtest was the precursor for this. It's absolutely the best tactical miniatures game I've ever played. Rabbi and I both have a serious dislike of dice based randomness in games, and this takes care of that by adding a M:tG like deck help handle combat resolution.

In an attack, I know how much damage I can do, and how much damage you can take. I also have a deck of cards that let's me do special things, like "This attack does Regular damage plus 30" and you have no idea what is in my hand. On the other side, you have a hand of cards that say things like "Block all damage from one source" so there's a lot of strategy in designing your war band and your decks, and then a lot of tactical thinking in trying to outwit the other player and have him commit his orders where they do the least damage to you.

The LCG model they use is unfortunate. You would have to buy 4 of each set to have all of the order cards and figures that you need to completely customize your armies. (Which is what Rabbi and I did) However there are some sites popping up that are selling singles, and if you get the cards the miniatures are easy to find since they are often reprints.

Rabbi
Nov 20, 2002



War Eagle posted:

Rabbi and I both have a serious dislike of dice based randomness in games, and this takes care of that by adding a M:tG like deck help handle combat resolution.
A lot of posts/reviews that I read kept comparing this game to Summoner Wars. This couldn't possibly be farther from the truth. Summoner Wars has barely any customization, no strategy, very limited tactical options, and the winner is determined by who rolls dice better. If you hear people compare it to Summoner Wars call them an idiot.

There has never been a skirmish game like this unless there's a really obscure one that i don't know about. The closest comparison in my mind is Dungeon Twister, but it doesn't require the brain busting, analysis-paralysis, chess-like play of DT.

ANOTHER thing about this game is that I actually don't mind losing. It's fun because you know you lost because you got out strategized or you lost to better tactics. It all comes down to skill, but not skill in the "I'm playing a Grand Master SC2 player" variety.

Rabbi fucked around with this message at Sep 4, 2012 around 21:49

War Eagle
Mar 27, 2007

Getting eaten by the Abominable Snowman, thats a freak accident.

Rabbi, as promised here's my Army and Deck from this weekend, plus some exposition on my decisions and on how to play it.

4x War Wizard
3x Dragon Knight
3x Half-Orc Thug
2x Drow Wizard

4x Arcane Ritual
4x Shield
4x Heroic Surge
4x Daring attack
3x Invigorating Smash
3x Fireball
2x Behind Enemy Lines
2x Level Up
2x Killing Strike
2x Recoil

Hero : Valnar Trueblade

I went with a primarily Heart of Cormyr army, because the Sting of Lloth figures and cards are much mroe reactive than proactive, and a reactive strategy didn't seem as viable with the resources we have available in the first two sets.

From Card Game theory everyone knows that being able to draw more cards than your opponent is one of the keys to winning in any meta where extra card drawing is viable. So I examined both of the main card drawing engines available, Arcane Ritual and Lloth's Blessing/Scheme, and decided on the Wizard strategy, as the ranged damage and extra ability of the War Wizard make it a better figure outside of the card drawing engine. (Though to be fair the actual engine is better for the priestess since it doesnt require any special positioning) I did look at using just the Dwarf Cleric and Scheme, but there was no case where that was a better combo than Wizard/Ritual.

After Deciding on a card drawing engine, and already having decided to go Strength over Dex since I was using Heart of Cormyr, I just had to look at the creatures and pick the best ones. Valnar Trueblade's ability only works for Adventurers, as do the order cards Heroic Surge and Behind Enemy lines. Purple Dragon Knight and Half Orc Thug fit into my curve above and below the wizards, and are both Adventurers so they both made it in. Drow Wizard was the last addition, and he's the 2 cost on the curve, plus another target for Arcane Rituals if all else fails.

Heroic Surge is the MVP of the Deck, being able to get in an extra 30 point shot with the wizard or 40 point shot with the Knight is ridiculously good, plus it has synergy with rushing a unit that was sent Behind Enemy lines back to my starting area since Valnar lets the Thugs move with a standard action. Level up is there so that Thugs can use Invigorating smash, Drow Wizards can use Fireball, and also just to screw up the opponents combat math. Behind enemy lines is best used either on a Thug for the Morale boost of returning him to the starting zone, or for dropping a Dragon Knight in amidst some unsuspecting reinforcements.

Getting a Wizard online drawing cards is the first priority, followed closely by snatching up as much Treasure as you can from your side of the board. With the rang on the Wizards you do not need to commit to their side of the board, and a hyper aggressive strategy is usually a bad call in this game. So stay back on one of your Wizard's circles and ping away, and throw Dragon Knights and thugs at them once you have a big card advantage. Double move early to capture treasure, and don't forget about the second ability of Behind Enemy Lines, the one that gives you 5 Morale for getting back to your starting line.

Edit: Clarifications

War Eagle fucked around with this message at Sep 5, 2012 around 19:49

Rabbi
Nov 20, 2002



Here's the cost breakdown of that warband.

code:
Rule Book - .99 (Auggies)

Hero 1 Tile Heart of Cormyr - .25 (Auggies)
Hero 2 Tile Heart of Cormyr - .25 (Auggies)
Hero 3 Tile Heart of Cormyr - .25 (Auggies)
Hero 4 Tile Heart of Cormyr - .25 (Auggies)

War Wizard     - 4.29 (Auggies)
War Wizard     - 4.29 (Auggies)
War Wizard     - 4.29 (Auggies)
War Wizard     - 4.29 (Auggies)
Dragon Knight  - 2.49 (CSI)
Dragon Knight  - 2.49 (CSI)
Dragon Knight  - 2.49 (CSI)
Half-Orc Thurg - 3.29 (Auggies)
Half-Orc Thurg - 3.29 (Auggies)
Half-Orc Thurg - 3.29 (Auggies)
Drow Wizard    - 4.99 (CSI)
Drow Wizard    - 4.99 (CSI)

Order Cards from Heart of Cormyr - $4.00 (Auggies)
Order Cards from Heart of Cormyr - $4.00 (Auggies)
Order Cards from Heart of Cormyr - $4.00 (Auggies)
Order Cards from Heart of Cormyr - $4.00 (Auggies)
For a total cost of $62.47 you have what we consider to be a competitively viable warband. This is so ridiculously cheap compared to buying a traditional miniatures army or a M:TG deck, and this game is more fun than either of them. The point is, the cost to getting into this game doesn't have to be prohibitively expensive since there are a few places selling singles. I'd really like to encourage more players to give this game a shot.

Rabbi
Nov 20, 2002



Auggies just restocked singles!

Rabbi
Nov 20, 2002



Updated the FAQ with the questions that were asked.

Also added links to the pictures of the miniatures in a couple of places.

Rabbi fucked around with this message at Sep 6, 2012 around 20:28

Cashtool
Jun 2, 2006
Gridironfans


This game is FUN. I have been playing it nonstop since the release. 2-player base, 3-player free-for-all, 4-player teams, 4-player free-for-all, 5 player, etc. You can add more people as you add games.


This is in the OP, but for anyone looking to customize your warband, I highly recommend using Auggie's Game Store to order individual minis and full sets of Order cards ($4 for all cards from a set). You don't need to buy 4x copies of one game to get everything you need. Buy a single game, and if you want to play competitively, add individual components as needed.


You don't need to continue buying sets to enjoy the game. There is no planned obsolescence such as Magic. If you buy one set, you can play a perfectly fine 2-player gamer. If you buy both of the released sets (Heart of Cormyr and Sting of Lolth), you can play a 4-player game.

Cashtool
Jun 2, 2006
Gridironfans


War Eagle posted:

Rabbi, as promised here's my Army and Deck from this weekend, plus some exposition on my decisions and on how to play it.

4x War Wizard
3x Dragon Knight
3x Half-Orc Thug
2x Drow Wizard

4x Arcane Ritual
4x Shield
4x Heroic Surge
4x Daring attack
3x Invigorating Smash
3x Fireball
2x Behind Enemy Lines
2x Level Up
2x Killing Strike
2x Recoil

Hero : Valnar Trueblade

Some constructive criticism:
The combined level of your warband is (EDIT: 44), which is quite high. This will prevent you from getting many creatures into play. Also, Valnar is the weakest Leader; if you have to tap, it better be for something better than an extra movement. If your goal is to "deck" your opponent, you need Rhynseera to cycle through your cards.

"Level Up" seems good at first, but remember that added level counts towards your leadership limit. There are much better cards than Daring Attack. If you're running 3x Dragon Knight, you may as well go "all-in" for 4x Killing Strike. Also, you need some way to "escape" from being based with your ranged attackers to keep them alive. Either "Blast of Force" for the wizards, or "Spring Attack" for the Thug & Drow Wizard.

Overall, not a bad deck. I've found that Adventurer-heavy decks tend to outpace Lolth-heavy decks in constructed, whereas the base game favors the Lolth player more.



Listed below is a deck I used for a tournament last month:

Name: Machine Gun

Leader:
Rhynseera the Alarphon

Tiles:
2x Hero #2
1x Hero #3 (start)
1x Hero #4

Creatures (12)
4x Drow Wizard
4x Half Orc-Thug
2x War Wizard
2x Dwarven Defender

Order Cards (30)
4x Quick Shot
4x Heroic Surge
4x Arcane Ritual
4x Faerie Fire
4x Shield
4x Sacrifice
3x Spring Attack
3x Fireball

Since then I've added a Spring Attack and removed a Sacrifice. I've made a few versions of this deck that use 2x Umber Hulk or Dwarf Cleric. The one constant I keep returning to in my custom warbands is Drow Wizard. He is an all-star.

Cashtool fucked around with this message at Sep 7, 2012 around 00:06

Rabbi
Nov 20, 2002



Cashtool posted:

"Level Up" seems good at first, but remember that added level counts towards your leadership limit.
We totally weren't playing like this, what a cheater!!

edit: WarEagle says he was counting it, but I don't believe his lies

Rabbi fucked around with this message at Sep 7, 2012 around 00:38

Rabbi
Nov 20, 2002



Cashtool posted:

The combined level of your warband is 41, which is quite high. This will prevent you from getting many creatures into play.
I don't see why this is a problem. It seems like quality over quantity is way more important in this game. One War Wizard loaded with Arcane Ritual with a fireball, heroic surge, and shield in your grip is going to decimate any amount of lower level creatures that you throw at it. Same with a Dragon Knight+Heroic Surge+Killing Strike. I mean these are just examples for the sake of examples, but from first hand experience there was little I could do against WarEagle just having two power houses out on the board.

It could have just been me playing poorly, of course.

Cashtool
Jun 2, 2006
Gridironfans


Rabbi posted:

I don't see why this is a problem. It seems like quality over quantity is way more important in this game. One War Wizard loaded with Arcane Ritual with a fireball, heroic surge, and shield in your grip is going to decimate any amount of lower level creatures that you throw at it. Same with a Dragon Knight+Heroic Surge+Killing Strike. I mean these are just examples for the sake of examples, but from first hand experience there was little I could do against WarEagle just having two power houses out on the board.

It could have just been me playing poorly, of course.

Excellent. I hope we can have some good "lab" time to talk about custom warbands.


I can just as easily use many of those same cards in the warband described above, only I'll have many more activations (16 of my cards are minors). If you're tossing out two creatures, I will grab the extra treasure and control the Board sightlines. Because I use a similar card-strategy with the above-warband, I know how firmly planted in Arcane Circle's you'll be with ranged. Plus there is no clock on me as I'm drawing at a faster rate with Rhynseera cycling (and start with 2 extra Order cards over you).


It seems like a good idea to have so many beefy creatures out there, but trust me: doesn't work against current custom warbands. As you both have correctly surmised, card advantage is HUGE in this game. You also want flexibility in your warband as well. If you only have a few creatures on the Board at any given time and a spread of Order cards that can be dead weight, you're chances to win decline.

Rabbi
Nov 20, 2002



Cashtool posted:

Excellent. I hope we can have some good "lab" time to talk about custom warbands.
SAME. This game is made for this kind of discussion.

Cashtool posted:

I can just as easily use many of those same cards in the warband described above, only I'll have many more activations (16 of my cards are minors). If you're tossing out two creatures, I will grab the extra treasure and control the Board sightlines. Because I use a similar card-strategy with the above-warband, I know how firmly planted in Arcane Circle's you'll be with ranged. Plus there is no clock on me as I'm drawing at a faster rate with Rhynseera cycling (and start with 2 extra Order cards over you).
The thing is, with his small number of creatures all being adventurers he'd also beat me to treasures with Behind Enemy Lines, War Wizards being everywhere, and his double movements from his hero. I couldn't win the treasure game with smaller creatures either!

Cashtool
Jun 2, 2006
Gridironfans


Rabbi posted:

The thing is, with his small number of creatures all being adventurers he'd also beat me to treasures with Behind Enemy Lines, War Wizards being everywhere, and his double movements from his hero. I couldn't win the treasure game with smaller creatures either!

I would say make a proxy deck of mine, then I remembered you've got 4x of each set. Make the same warband as above, then give it another go. You will win with Order card advantage. Focus your attacks on one Creature at a time. His creatures cost more on average (3.66 to 2.66) and you start with more Order cards (6 to 4), plus you've got the ability to cycle. You will likely be cycling any Fireball you draw because he'll have 2-3 creatures on the board at once, and they'll be spread out.

Rabbi
Nov 20, 2002



Cashtool posted:

I would say make a proxy deck of mine, then I remembered you've got 4x of each set. Make the same warband as above, then give it another go. You will win with Order card advantage. Focus your attacks on one Creature at a time. His creatures cost more on average (3.66 to 2.66) and you start with more Order cards (6 to 4), plus you've got the ability to cycle. You will likely be cycling any Fireball you draw because he'll have 2-3 creatures on the board at once, and they'll be spread out.
I'll definitely give it a shot next time we get to play. I do think I was way undervaluing the Drow Wizard last time we played, just because I was awed by the raw strength of the War Wizard. Half-Orc Thugs are obviously amazing. I guess the creature I'm most curious about in your warband is Dwarven Defender. Do you get a lot of use out of them?


EDIT: "A LOT" IS TWO WORDS

Rabbi fucked around with this message at Sep 7, 2012 around 00:39

Cashtool
Jun 2, 2006
Gridironfans


Rabbi posted:

I'll definitely give it a shot next time we get to play. I do think I was way undervaluing the Drow Wizard last time we played, just because I was awed by the raw strength of the War Wizard. Half-Orc Thugs are obviously amazing. I guess the creature I'm most curious about in your warband is Dwarven Defender. Do you get alot of use out of it?

He is a holdover from the Dwarf Cleric / Dwarven Defender days (GenCon) of a purely defensive build. He is necessary as a meat shield to protect your wizards and "base" your opponents. The idea is you want to "draw your deck", and therefore you need to delay as long as possible. You only need to cross into their territory when you have full advantage. I have decked myself in 5/16 games with this deck, and it hasn't lost in any iteration.


If you see your opponent drop those War Wizards, then you need to start really counting squares. Even then, it's better to keep DD in to prevent/eat damage. At only level 2, it's not that big of a morale loss to eat a few attacks and/or Order cards. That's something you also need to consider with warband construction: how badly will I be hurt when this creature dies?


There are two proxied iterations: the first is a more aggressive build that uses Tyranny of Goblins (Tarkon Draal as leader, 4x Drow Wizard, 4x Half-Orc Thug, 2x Wolf and 2x Umber Hulk); the second is closer to what you see, only with Hobgoblin Sorcerer and Wolf. Hobgoblin Sorcerer is cheaper than War Wizard, plus you can add "Strength in Numbers" to accelerate your deck.

Rabbi
Nov 20, 2002



Cashtool, how do we explain to people that this is a really good game? I don't know what else to do. Is the OP good enough? Do I need to stress how good the warband building is? What can we do? This game isn't getting the attention it deserves at all.

Rabbi fucked around with this message at Sep 10, 2012 around 12:48

TheLawinator
Apr 12, 2012

Competence on the battlefield is a myth. The side which screws up next to last wins, it's as simple as that.

Has anybody made a video battle report or anything like that yet? I'd love to see this in action.

Rabbi
Nov 20, 2002



TheLawinator posted:

Has anybody made a video battle report or anything like that yet? I'd love to see this in action.
That's exactly what this game needs, but I can't seem to find any . I'd do one myself, but my fat body makes it impossible to record video in the same room as me.

Rabbi
Nov 20, 2002



Updated the OP with pictures of all of the Heart of Cormyr order cards. Sorry for them being split into 5 images; that's how they were given to me.

Rugpisser
Aug 1, 2007

PHONES DOWN...PHONES DOWN IN THE BACK

Totally Rad Show posted a review

Rabbi
Nov 20, 2002



Rugpisser posted:

Totally Rad Show posted a review
Thanks, added to the OP since it shows game play!

Auralsaurus Flex
Aug 3, 2012


Cashtool posted:

"Level Up" seems good at first, but remember that added level counts towards your leadership limit.
I know it's a few days old, but this is incorrect.

Deploying Creatures, pg. 14 posted:

You can deploy a creature only if the total Levels of all your deployed creatures are equal to or less than your Leadership score. Don’t count any Level increases due to attached cards or other effects.
Related to this topic and on the same page:

Damaging and Destroying Creatures posted:

The owner of the creature reduces his or her warband’s Morale total by an amount equal to the destroyed creature’s printed Level. Ignore any Level changes from attached cards or other effects.

Cashtool
Jun 2, 2006
Gridironfans


I was wrong. Thanks for the correction! Guess I'll have to give the rules another read.

Cashtool
Jun 2, 2006
Gridironfans


I have posted the spoilers for Tyranny of Goblins. I included pictures of the mini's and tiles.


Tyranny of Goblins will be released on September 18th. The set reuses a few sculpts from the Adventure games (Goblin Archer, Goblin Cutter, Goblin Champion, Feral Troll, Worg).

Rabbi
Nov 20, 2002



Tyranny of Goblins launches a week from today! I hope you dudes all get in on this game early; when more people realize how good it is the oldest sets might get hard to find.

Auralsaurus Flex
Aug 3, 2012


Rabbi posted:

Tyranny of Goblins launches a week from today!
Tyranny's out already. I got my copy on Friday and WotC even says it's released.

Unfortunately, I haven't had a chance to play the new faction yet, but it seems a bit interesting. Anyone have some insight as to how stock Tyranny of Goblins plays?

Crackbone
May 23, 2003

Vlaada is my co-pilot.


I think the problem is this game is trying something that Wizards' isn't known for. It's almost the opposite of everything they've done before (D&D minis, the Adventure games).

It puts the game in a really weird spot; people who don't like Ameritrashy stuff are going to pass as soon as they see D&D/Wizards, and Ameritrash fans seem to write it off because there's no dice - Dice Tower said it was missing excitement because there was no dice rolling .

War Eagle
Mar 27, 2007

Getting eaten by the Abominable Snowman, thats a freak accident.

Crackbone posted:

I think the problem is this game is trying something that Wizards' isn't known for. It's almost the opposite of everything they've done before (D&D minis, the Adventure games).

It puts the game in a really weird spot; people who don't like Ameritrashy stuff are going to pass as soon as they see D&D/Wizards, and Ameritrash fans seem to write it off because there's no dice - Dice Tower said it was missing excitement because there was no dice rolling .

That's funny, because I normally like Dice Tower reviews, but in this case I second and third your eye roll.

Dice are dumb, especially if you have no good way to meaningfully affect the outcome of rolls. Rabbi and I bought all of Battlelore when it was on sale last Christmas, and it's been played maybe twice since strategy is so much less important than having good rolls on your attacks.

This and Dungeon Twister are the most fun we've had with board games, neither uses dice and yet they are both really exciting. We don't play as much Dungeon Twister any more because we burnt ourselves out, and without the randomness of the Order Deck it's too much like playing 4 dimensional chess and it becomes exhausting after a couple of matches. (And because Rabbi always loses.)

Rabbi and I get our sets of Tyranny of Goblins from Amazon tomorrow, so we'll be playing this weekend. I have to say though, that even after reading the posts above I still think War Wizard is the clearly superior card to Drow Wizard. The game has the normal issue with Mini games that there is no good reason to move into your opponents side of the board, so the ranged beater with 30 damage and Arcane Portals on him is always going to be your best bet. He loses Quick Shot, but he gets to use Heroic surge which makes up for it, and late game he can be thrown into the middle of a battle with Behind Enemy Lines for a surprise attack that the enemy doesnt prepare for.

Looking forward to the new stuff and trying out some new strategies though.

Cashtool
Jun 2, 2006
Gridironfans


Remember, Drow Wizard is an adventurer. He can use Heroic Surge as well.


Tyranny of Goblins opens up things for CON and CHA warbands. It's still difficult to get the damage output and versatility needed with higher level creatures. The Goblin terrain tiles (specifically, the room) certainly help the Burrow warbands at cost to ranged attackers.


On their own, I would rate Tyranny of Goblins the most fun of the three sets.

Frohike999
Oct 23, 2003


Has anyone picked up Curse of Undeath yet? I'm curious about the Order Cards in it, but haven't found them posted anywhere yet.

Adrinidad
Sep 19, 2004
Roses are red, violets are blue, omgwtf, I love you.

Frohike999 posted:

Has anyone picked up Curse of Undeath yet? I'm curious about the Order Cards in it, but haven't found them posted anywhere yet.

Text list: http://community.wizards.com/go/thr...urse_of_Undeath

Acinonyx
Oct 21, 2005


So am I the only one still playing DC? I'm really surprised that this game is so unloved even as games like Netrunner, Summoner Wars, and Heroclix are so popular. It has really filled a hole in my game collection since Heroscape passed on.
I'm getting ready to run some teaching games at my FLGS and I would love some helping come up with 4-5 newbie friendly teams if there is anyone still into this.

Lord Frisk
Dec 27, 2012
IRL DEBUFFED KOBOLD

I picked up the heart of cormyr set, played a game against myself, but really just wanted the minis. Nobody I know has the cash to drop on a $40 starting set, so there's not really a big network here.

Lord Frisk fucked around with this message at Mar 2, 2013 around 04:41

PaybackJack
May 21, 2003

Someone to have your back when your number's up.


I didn't know about this thread until just now when I went looking for the LotR LCG thread. Did I miss the crosspost in the general board games thread?

I like this game a lot. I think it's a great mix of miniature combat and card play. It wouldn't displace Mage Wars as my favorite 2 player game at the moment, or Netrunner but that's mostly due to having a weekly opponent.

I think the Minis look great. WotC has really done a great job getting the quality of their prepainted stuff up with these 5 sets. I'm hoping for a couple more, I'm surpised there was only one "generic human" army, 4 of the factions have basically been "evil" themed.


PaybackJack fucked around with this message at Mar 23, 2013 around 22:19

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inklesspen
Oct 17, 2007

Though they carry nothing forth with them, yet in all their journey they lack nothing. For wheresoever they come, they be at home.


I think it would really help if you could play it online.

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