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Author Topic: 1490 Doom  (Read 893 times)

Offline punkrabbitt

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1490 Doom
« on: February 18, 2025, 05:23:54 AM »
OK, so Kurt and I gave 1490 Doom a test drive a couple of Satyrdays ago. He had built a beautiful aqueduct ruin for us to fight over, and it was quite the visual treat. We missed a few rules, misintepreted a few others, but we had a good time over the course of two games.



My little Doom Company was a Fighter (also my Captain,) a Scout, and a Brute. Kurt ran an Assassin as his Captain, a Fighter, and a Brute. I am writing this over a week later for Reasons, so my memory is a bit foggy on the specifics and this report will not be very long.



Things that rally jumped out at me during the games were that the Brutes were not fast enough to really make a big difference to the game, and that the Scout and Assassin were the two most interesting models on the table. I will be replacing my Brute with an Assassin for future games.



The game plays fast, and once we had a reasonable handle on theruls, we were getting through the turns from memory. I definitely want to play this one some more.

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Offline fred

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Re: 1490 Doom
« Reply #1 on: February 18, 2025, 08:05:22 AM »
Cool looking mini board. And sounds it was a fun game.

Do tell more about 1490 Doom rules?

Offline anevilgiraffe

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Re: 1490 Doom
« Reply #2 on: February 18, 2025, 11:17:34 AM »
I looked into it recently here: https://leadadventureforum.com/index.php?topic=147560.0

it's essentially king of the castle, didn't really appeal to be honest.

Offline fred

  • Galactic Brain
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    • Miniature Gaming
Re: 1490 Doom
« Reply #3 on: February 18, 2025, 12:23:44 PM »
Ta - I recall that thread now.

Was hoping it might be linked to the Doom PC game, with generated rooms and hordes of monsters. But as you say seems more like a theme to add to something like SoBH rather than a standalone game

 

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