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Assur's picture

Yes, it is very powerful (maybe too strong, but I haven't faced Alakhai often enough to tell for sure). Then again, Alakhai has WP 18 so even if there was a test it wouldn't have made much difference.

Assur's picture

You don't have to make any tests.

Assur's picture

I haven't seen any starters with updated cards so I'd assume that the starters include old cards (statcatds and some resources) or none at all. Not that the resources can become obsolete - you can use anything as resources (I've seen people use dice, old Doomptrooper CCG cards etc) so old versions of resources will be just as good as the new ones.

Each starter already includes character(s) so you don't need anything else to play a small game.

For advanced games you'd need the combat deck:

http://shop.prodosgames.com/books-cards-tokens/281-warzone-20-advanced-c...

But as the name says it's for advanced games so I'm not sure if it would be a good choice for games with just starters. Better get more units first.

Prodos have also announced two 2-player sets to be released withn the next 3-5 months but they've had delays in the past so you'll be waiting for them at your own risk.

Assur's picture

For advanced games you need to get the new deck. That's the only new thing you need to come back, provided you have the models and don't want to stay with the basic version of the game. Old cards are obsolete, now we have the same deck for all factions (each card has two two ways to be played, mostly it's one available for all factions and one available for only one faction).

Yes, the rules are straightened out. Not 100% perfect, but I've seen no wargame with perfect rules clarity. I'd say the current WZR rules are no worse than anything else in the market (probably better than most). It's worth noticing that the authors keep axplaining the rules of FB and here on the forum so you can get in touch with them.

Rules are available for download for free just like before. If you want a printed copy and don't want to invest in HC, there's a smaller and chaper "core protocols" SC version (just the rules, no fluff).

So my recommendation is: download the new rules, try them with the models you've already got and then decide if it's worth investing. Personally I think it's an enjoyable experience, not 100% perfect, but good enough to spend some time and money on it.

Assur's picture

Template weapons ignore the power shot rule - check shooting with template weapons section. So all Hatamoto should've rolled their saves.

Assur's picture

#1 You got it right. However, if a model has greater size (by 2 or more than the enemy it is engaged with) it isn't limited to 1 action point when activated so it can move away first (or kill the opponent in CC) and then shoot with the remaining action.

#2 Cartel symbol means that any faction can use the effect described under this symbol. If you can use effects described on both sides of the card, you choose one.

Assur's picture

A few more questions have come up after recent games:

1. Retake the Field mission - when (which turn) can the defender win it? Turn 4 is specified only for the attacker, nothing about the defender. Can both players complete their mission at the same time and get points for it (seems possible in this mission)?

2. Wolfbane Rites - when are they chosen? During army creation? After/before deployment? Can they be chosen or changed later in each control phase or is the Wolbane Player stuck with the ones he began the game with? Contrary to Howls, Rites description seems confusing and needs some clarification.

3. Cybertronic Enhanced Formation - can a single Eradicator be taken as a light vehicle (if available as heavy in the formation) like in the basic list?

4. Hamasaki Taro - does he count himself for Chant of Fujimi?

5. Bushido Master's Master Teacher and Kurzada's Master of Symmetry - do they give access to powers of models that have been already killed, are held in reserve or stalking ones (in other words, models out of play)?

6. Cybertronic's Resistant to Psychic Powers - does the +4WP bonus work against psychic template attack such as grenades (I guess the intention was yes, but reading it RAW one could argue that grenades/shotguns/flamers don't have targets as such)?

Not as many questions as before, but at least the 1st and 2nd are quite important. It would be nice if one of the authors could spare a few minutes to answer them. I'd appreciate if someone could post it on Facebook. They would probably get answered a bit faster there, unfortunately for the questions I don't use FB.

Assur's picture

It says ignore all negative RS modifiers, so that also means the -2 RS for long range between 12-18 inches. I see no reason to make an exception

Assur's picture

Thanks for help Feralzen.

I don't agree about the order of using paired weapons being irrelevant. On the Scorpion example: shotgun is used 1st and kills a few models that would provide cover for an enemy model which I then target with dart cannon (and resolve hits without the RS penalty for cover).

Commented on: CTC is back
Assur's picture

Yes, the new layout is nice. I never complained on the old one, but the new one is an improvement. I also like the idea of combining different games in CTC - WZR, MC RPG, Siege of the Citadel.

As for suggestions about content, I'd be happy to see the Traveller's Guide completed, WZR battle reports are also always welcome.

Edit: erratas and faqs would also make useful content.

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