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Re: So Warmachine then...

Posted by Madame M on Oct 25, 2010; 2:40pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/So-Warmachine-then-tp5574994p5670918.html

Again, I feel you make a fair point about the lack of flexibility of the game when it comes to making your own forces and personalising them – though please NEVER call your mini’s after yourself, but it does mean it’s a game requiring very little initial input into the forces. You can pretty much buy the minis for your characters, set up the terrain, and begin playing. None of this ‘character-sheets-with-all-the-stats-that-you-can’t-remember’ gubbins.

And maybe Privateer Press will eventually release generic cards for basic players and upgrades and so on, but they’re waiting to see what the feedback from play is like. If I was a company with a relatively new game on the market I wouldn’t want to invest in lots of upgrades and generics rules and more books with back plot etc. until I knew that people enjoyed the game enough to play it more than once. Public feedback I imagine would be a huge thing when it comes to designing and releasing more advanced extras for a game.

Haven’t managed to get through the rule book as of yet (and yes, I admit, I like to read the rulebook all the way through before beginning – I tend to find that queries during play of any game are more quickly answered this way), so I can’t comment too much on the game play or how easy I feel it is to understand from a beginners point of view.

Though I do enjoy the short narratives at the beginning, to give a flavour for the game and how it’s supposed to be played. I have already, for example, picked up on the fact that Warmachine requires players to charge in there and have some balls (rather awkward when you’re female, but you get my point), instead of staying back and theorising too much. This may also make game play a little quicker as players throw themselves into battle instead of sitting on the sidelines.