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Author Topic: Otherworld Fantasy Skirmish  (Read 6909 times)

Offline uti long smile

  • Galactic Brain
  • Posts: 4359
Re: Otherworld Fantasy Skirmish
« Reply #15 on: September 15, 2015, 10:32:17 AM »
Hi Richard

+1 for a child board, and to get the FAQ started…
On P10 under Obstacles you say the characters move at 1/2 rate, but then go on to state that ‘if the dice roll exceeds’ but to don’t mention rolling dice.
I know from 7th Voyage that you roll a d6 then check, but where does the 1/2 rate come in?

Cheers


Ah! The perils of a late change - apologies! Ignore the second part of that sentence - it should just be 1/2 speed.

Glad you like the names too ;)
Something Crooked this way comes...
http://www.crooked-dice.co.uk/
Wargaming in the world of Cult TV

Offline SgtHulka

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  • Posts: 176
Re: Otherworld Fantasy Skirmish
« Reply #16 on: September 15, 2015, 01:25:05 PM »
There's Salva and Tore...appropriately enough amongst the Drow Slavers.

Good catch! I wouldn't have noticed that.

Now that I actually have the rules in hand, I can't wait to play this game. I'm a little befuddled to be honest by the few reviews I've seen about the rules being "generic". To me, they seem infinity-esque in their tactical complexity. Parry, dodge, leadership, shield, heavy armor and light armor alone appear to offer very interesting tactical opportunities. Add to that all the weird-o traits that monsters and magic can grant, and the fascinating win conditions based on snagging treasure...wow. I'm just a little bummed I can only build two of the three campaign scenarios...although actually maybe I can fake the drow cavern by breaking out the heroscape tiles.

But the things that really blow my mind are monsters and non-combat effects. These monsters really are different...they're not just humanoids with different stats. And one of the things I want most in my faction is a ten foot pole. Are you kidding me?

There are a few things that I wonder why I'd ever use...why take a wandering monster instead of a regular one for example. But I suspect once I start playing the game I'll see the advantage.
« Last Edit: September 15, 2015, 04:02:56 PM by SgtHulka »

Offline psullie

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  • Posts: 239
    • Paul's Blog
Re: Otherworld Fantasy Skirmish
« Reply #17 on: September 15, 2015, 05:20:10 PM »
Wandering Monsters appear within 3" or 6" of the adventure token! That could be lots of fun!

Offline uti long smile

  • Galactic Brain
  • Posts: 4359
Re: Otherworld Fantasy Skirmish
« Reply #18 on: September 15, 2015, 05:23:18 PM »
Good catch! I wouldn't have noticed that.

Now that I actually have the rules in hand, I can't wait to play this game. I'm a little befuddled to be honest by the few reviews I've seen about the rules being "generic". To me, they seem infinity-esque in their tactical complexity. Parry, dodge, leadership, shield, heavy armor and light armor alone appear to offer very interesting tactical opportunities. Add to that all the weird-o traits that monsters and magic can grant, and the fascinating win conditions based on snagging treasure...wow. I'm just a little bummed I can only build two of the three campaign scenarios...although actually maybe I can fake the drow cavern by breaking out the heroscape tiles.

But the things that really blow my mind are monsters and non-combat effects. These monsters really are different...they're not just humanoids with different stats. And one of the things I want most in my faction is a ten foot pole. Are you kidding me?

There are a few things that I wonder why I'd ever use...why take a wandering monster instead of a regular one for example. But I suspect once I start playing the game I'll see the advantage.

Thanks for the comments. Generic and archetypical is kind of the intention (in a good way!) to allow you greater flexibility and modularity - although I appreciate that's not everyone cup of tea. You should be able to build any type of faction (or other monster) you want. These can be tailored with the special abilities. As well as the standard ability families - there are plenty of other examples tailored to specific monsters, so there's lots of variety.

Wandering Monsters is very much a tactical choice. Around half the Treasure cards are Wandering Monsters plus you can attempt to roll for their appearance in each End Phase. What that essentially allows you to do is to hold some models back to make a surprise attack and deploy near your opponent rather than through the traditional set up.

Offline SgtHulka

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Re: Otherworld Fantasy Skirmish
« Reply #19 on: September 17, 2015, 03:53:35 PM »
I've got a rules question regarding weapons and faction building...

So minions have listed their weapons and then underneath them what it would cost to swap out weapons. For example a pirate has a dagger which he can upgrade to short sword or an axe for +1 gp. My understanding is he's not allowed to purchase any other weapons, even from the basic table, that aren't listed on his profile. Is that correct?

However, if I were to upgrade a pirate with Henchman (15 gp), I can choose a Combat ability. If I choose Martial Training it says that I can exchange a basic attack for a trained attack. So by my understanding I could trade the pirate's dagger 4+ for hand crossbow 4+. Do I also now need to pay the gold piece difference between dagger and hand crossbow? (1 gp in this instance).

Finally, in the Martial Training ability it also says the figure can now choose weapons from the Advanced Table. Can I pay an additional 5 gp for a flask of oil? Or am I still restricted to the Pirate's original weapons choices (dagger or short sword or axe). If I am allowed to buy a flask of oil, how do I calculate the pirate's attack value with that new weapon? (4+, 5+, etc.)

Thanks in advance.


Offline uti long smile

  • Galactic Brain
  • Posts: 4359
Re: Otherworld Fantasy Skirmish
« Reply #20 on: September 17, 2015, 06:16:04 PM »
I've got a rules question regarding weapons and faction building...

So minions have listed their weapons and then underneath them what it would cost to swap out weapons. For example a pirate has a dagger which he can upgrade to short sword or an axe for +1 gp. My understanding is he's not allowed to purchase any other weapons, even from the basic table, that aren't listed on his profile. Is that correct?

However, if I were to upgrade a pirate with Henchman (15 gp), I can choose a Combat ability. If I choose Martial Training it says that I can exchange a basic attack for a trained attack. So by my understanding I could trade the pirate's dagger 4+ for hand crossbow 4+. Do I also now need to pay the gold piece difference between dagger and hand crossbow? (1 gp in this instance).

Finally, in the Martial Training ability it also says the figure can now choose weapons from the Advanced Table. Can I pay an additional 5 gp for a flask of oil? Or am I still restricted to the Pirate's original weapons choices (dagger or short sword or axe). If I am allowed to buy a flask of oil, how do I calculate the pirate's attack value with that new weapon? (4+, 5+, etc.)

Thanks in advance.




Yes to the first two questions.

Martial Training only allows you weapons from the trained weapons type*. You swap the basic weapon (and its attack value) - see the fifth line of the Martial Training ability on page 38.

So in the case of the Pirate you swap his basic Dagger 4+, for a trained Flaming Oil 4+ attack.

*You would need the Weapons Master ability to access advanced weapon types. BUT you need the Martial Training ability as a pre-requisite, so this would make it (intentionally) unattainable to any Minions as none possess that ability before upgrading to a Henchman.

Hope that helps!

Offline SgtHulka

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  • Posts: 176
Re: Otherworld Fantasy Skirmish
« Reply #21 on: September 17, 2015, 08:16:15 PM »
Oops, you misunderstood because I mis-spoke.

I meant to say that Martial Training says you can choose a weapon from the *trained* weapons table, not the advanced one. My bad. The quote from Martial Training is "This model[...]may choose weapons from the trained weapons type."

My question is whether I can trade a basic attack for a trained attack *and* purchase with gold a second (or third or forth) trained attack.

So using my pirate example, a 24 g.p. pirate henchman with Martial Training swaps his 4+ dagger attack for a 4+ hand crossbow attack, which I *think* raises his cost to 25 g.p. (because the hand crossbow costs one g.p. more than a dagger). Can I *also* now purchase a flask of oil for 5 gp? Thereby raising the cost of my pirate henchman to 30 g.p.? Or am I only allowed to have that single weapon swap?

Offline mhsellwood

  • Assistant
  • Posts: 24
Re: Otherworld Fantasy Skirmish
« Reply #22 on: September 18, 2015, 07:35:35 AM »
Actually if we are asking questions (pending a child board of course...)

Could you clarify what abilities an Immortal Fiend has? Under Abilities - Basic it says Magic (1), but under Abilities - Adjust it refers to removing one rank in Magic Items (1).

Also, an Immortal Fiend under Attacks - New Attack, refers to buying a basic or trained attack. Should this be only a basic attack given that they do not have martial training?

If I have a magician and I have no models with the Luck skill, is there any point in choosing the Blessing Spell?

If a summoned model is killed, do they go into the reserve area and become available to summon again? What about if they are banished?

Could you clarify a Werebears Bear Hug. It says that you make 2 claw attacks as a special action (free). What exactly does this mean? I would read it is as meaning that when I make an attack with this model, I can attack twice (effectively). However the wording is really not clear exactly how this should be played.

Could you provide a couple of different mount options? It would be nice to be able to have a model or two riding a horse. On this subject, if I have a goblin on a wolf does my opponent get to choose which model he attacks?

That's all for now.

Offline psullie

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    • Paul's Blog
Re: Otherworld Fantasy Skirmish
« Reply #23 on: September 18, 2015, 04:46:12 PM »
These are is my take, Karl or Richard may offer a different answer

Sgt
Your pirate henchman (base cost 9 + 15=24) gets his dagger for free. With Martial Training he can swap a basic for trained, and although it’s not explicit I think you are right to add the difference between the included dagger and the crossbow (24+1=25)
Generally Minions cannot get extra attacks, but I would allow it for Henchmen who have access to the Combat list. Martial Training does not have a limit on how many conversions (as long as you already have the Basic attacks) and enable new skills to be taken from the Trained list. In your case for +5GP you would Flaming Oil (as a skill) and for an additional 5GP, the weapon. Your molotov tossing pirate would cost 25+5+5=35GP

mhsellwood
I’m guessing that is a typo - Your call to either change the base ability to Magic Item (1) or change the option to Magic (1) as long as they match up.

The Martial Training ability is for models to without initial access to gain attacks from the trained list, the Immortal Fiend simply has access to this list by default

Only models with Luck can use Luck tokens, so you would need at least one model with Luck to benefit from the Blessing spell

Normally models may only make one attack per action. The were bear has a Special Action ability to make two attacks against the same target as ONE action.

Both the Mule and Dire Wolf have the Mount ability. Of course you could give any suitable creature the Mount ability - Dragons, Giant Spider etc if you have suitable models and I’m sure more will follow: Pegasus, wyverns etc. There are rules with the other Action:Engine rules covering attacking mounted models but until there is an official Otherworld supplement I’d just say that either roll randomly or allow the player to choose and agree with your opponent beforehand.

Offline uti long smile

  • Galactic Brain
  • Posts: 4359
Re: Otherworld Fantasy Skirmish
« Reply #24 on: September 18, 2015, 05:06:47 PM »
These are is my take, Karl or Richard may offer a different answer

Sgt
Your pirate henchman (base cost 9 + 15=24) gets his dagger for free. With Martial Training he can swap a basic for trained, and although it’s not explicit I think you are right to add the difference between the included dagger and the crossbow (24+1=25)
Generally Minions cannot get extra attacks, but I would allow it for Henchmen who have access to the Combat list. Martial Training does not have a limit on how many conversions (as long as you already have the Basic attacks) and enable new skills to be taken from the Trained list. In your case for +5GP you would Flaming Oil (as a skill) and for an additional 5GP, the weapon. Your molotov tossing pirate would cost 25+5+5=35GP

mhsellwood
I’m guessing that is a typo - Your call to either change the base ability to Magic Item (1) or change the option to Magic (1) as long as they match up.

The Martial Training ability is for models to without initial access to gain attacks from the trained list, the Immortal Fiend simply has access to this list by default

Only models with Luck can use Luck tokens, so you would need at least one model with Luck to benefit from the Blessing spell

Normally models may only make one attack per action. The were bear has a Special Action ability to make two attacks against the same target as ONE action.

Both the Mule and Dire Wolf have the Mount ability. Of course you could give any suitable creature the Mount ability - Dragons, Giant Spider etc if you have suitable models and I’m sure more will follow: Pegasus, wyverns etc. There are rules with the other Action:Engine rules covering attacking mounted models but until there is an official Otherworld supplement I’d just say that either roll randomly or allow the player to choose and agree with your opponent beforehand.

Sorry - been out and about all day! Thanks for the answers Paul - comprehensively agree with all that! Just to add:

In the Immortal Fiend entry, the Magic Items is a typo - apologies. You basically sacrifice an ability from your starting set to choose something else. I'll include that in an errata.

Blessing - yes, that's a tactical choice to make if you have models with that ability in your faction.

Offline SgtHulka

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  • Posts: 176
Re: Otherworld Fantasy Skirmish
« Reply #25 on: September 18, 2015, 05:38:04 PM »
Thank you you guys! :)

 

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