MKII Fieldtest Rules
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MKII Fieldtest Rules
The fieldtest rules are out at Privateer. After a brief look, they look sweet. Nothing apparently broken - no more uber infantry and if they are still powerful they will cost you. Point and Icon systems will need some getting used to. A basic battle group game = @ 25pts. An old 500 point about 50 points. You get the picture. And jacks are back! Casters cost nothing and each - essentially - get a free light jack (points toward WJ +5 or +6 depending on the caster). Some of the insane caster abilities of legends have been levelled.
Last edited by DoktorM on Tue Apr 07, 2009 11:36 am; edited 2 times in total (Reason for editing : Absorbing rules a bit more)
DoktorM- Posts : 214
Join date : 2008-12-10
Age : 56
Location : OP
Re: MKII Fieldtest Rules
I got a small chance to look over the Khador stats and some of the changes. I for one think its a great idea, since they are going to be moving to plastic models starting in June and when you buy a box set for a unit you get a full 10/5 man unit, instead of the base 6/3. Also nice to see that jacks have gotten much better and in most cases are cheaper then units, not to mention that your caster is free and each one gives x points just for jack
skyzanon- Posts : 161
Join date : 2008-11-24
Age : 41
Location : OP/Jax/GCS
Re: MKII Fieldtest Rules
Yeah - Overall I am pretty happy with MkII. I think it sensibly nerfs infantry machine by either limiting the power of infantry or keeping the power but make you pay for it. I am a bit sympathetic to the complaint that some of the flavor of factions has been lost in favor of equalizing the playing field. As I have been just recently getting into Cryx, they took a little bit of the crazy fun out of Cryx. For instance, they removed Unbound from the Deathjack. That ability was just a plain fun, and besides it gave the opponent some opportunity to take counter-measures against an advanced deployed heavy jack with essentially arc node and its own focus. I think they should keep it and, maybe make it like a point cheaper (although I'd still field it at its new point cost with Unbound - just too much fun to be had).
On another note, PP just released an update of the MKII rules and stat cards. I understand that they are field testing, but new tweaks released every 7 days or so. My printer (and wallet) are going to hate me!!
On another note, PP just released an update of the MKII rules and stat cards. I understand that they are field testing, but new tweaks released every 7 days or so. My printer (and wallet) are going to hate me!!
DoktorM- Posts : 214
Join date : 2008-12-10
Age : 56
Location : OP
Re: MKII Fieldtest Rules
I'll have to take a look at the new rules then, but I did really like how they broke down damage into different types. This makes a lot of things make more sense aka some Khador jack being immune to cold and some cygnar being immune to electricity.
skyzanon- Posts : 161
Join date : 2008-11-24
Age : 41
Location : OP/Jax/GCS
Similar topics
» joining the fight!
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» News about MKII
» Warmachine MKII
» NQ 23 Warmarchine Changes Announced for MkII
» 40k Rules question
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