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4 ...I'm talking about tokens today.Warlords of Erehwon is really well designed and can be played without the use of markers except for the "pins" of course.However, the use of marker for some special rules and some uncommon effect will make the game more fluid and avoid many oversights.So here are these rules:Savage: This rule allows you to re-roll the missed hits the first time the unit fights in the game. It would therefore be convenient to use tokens that would be placed near the units with this rule and remove them as they use them.Haughty disdain: The elves think themselves so superior that they do not accept defeats against a lower opponent. If you pay this skill to your units, they will automatically pass their first "break test" of the game. Again, a token next to the unit at the beginning of the game, which you withdraw once used, will avoid you oversights and confusion.Divine Intervention: This rule allows a unit to steal the activation die of an enemy unit, but can only be used once per turn. Moreover, a unit that is the victim of this ability can not receive the order that was intended for it. A token that would be placed next to the victim would remind everyone that this unit can not receive the order that was intended for them and if the skill does not work, you could place the token next to the unit which tried to use it to remind you that she has already tried this turn.Shieldwall: The mechanics of the game included placing all the models in base to base contact to indicate the use of this skill, but a token could make the thing visually clearer and especially prevent confusion in the situation where certain model would be moved by accident.Spells: Many spells have a duration that is not instantaneous (until the end of the turn or until the magician moves). Having a marker to remind everyone that a spell is taking effect on the table right now will always be a good idea."Miscast": Several miscast have lasting effects such as the famous transformation into an invulnerable frog. A marker to remind this fact could avoid forgetting in what state your Prince Charming is.Trolls and maybe more later: The trolls have a projectile attack that can become short of "ammo", a marker that you can removes when the unit can no longer make use of this skill would be a simple and effective way of keeping track of it.Routing: When a unit fails a "Break Test" it becomes routed and must flee toward your table edge. Although it is very easy to know which unit is routed during a small game, remember that it is a very mobile game and that it will not be rare to observe units that turn back towards an enemy who threatens the back lines. A token indicating routed units could reduce confusion during larger games.Finally The Wounds: Again, the game include in its mechanics a way to mark injuries by keeping a permanent "pin", but it is very easy to forget this fact during a rally that removes more "pins" than necessary and simply remove the pin marker forgetting that you must keep one or more.
Only 2 days before the official release!I've been through the book now (extremely concisely), but that does not mean I have nothing to say.After trying some games, I can give you some advice on the composition of your armies and especially what to watch out for.First, magic is really not something you should underestimate. Including a magician is not an obligation, but consider that the magician, even if he does nothing with his own magic, remains your only defense against well-used witchcraft. I've seen hoplite units decimated by the Chill Wind spell that ignores their armor and shieldwall ability.Second, it's fast! Your infantry will have to fight with the enemy from turn 2 and some cavalry will sometimes have the opportunity to trample a victim in the first round!Thirdly, it's a tactical game, if you go head-on everything will depend on the dice, but if you support your troops well and you orchestrate your maneuvers well, you will have much more success.Fourth, no one is invincible, do not think that having a resistance of 10 on your chariot puts you in a safe position, be vigilant against the archers, a resistance test is a failure on a result of 10 even if you are a dragon with a natural resistance of 15.That's the little generic advice, tomorrow I'm talking about army composition! 😃
Good: it's very much the same feel as WFB 2-4e lightly modernised with d10s and pinning etc, magic and magic weapons are in it enough to add colour without being combotastic or herohammered, and it's at the early 90's scale of a couple characters, a couple regiments and a war machine or monster (anyone who remembers the era of WD145 +/- 10 or so will get it). There's a ton of silliness (in a good way) written in and it'll surely play very well.
Bad: the force lists are a bit samey, not very deep or extensible (without homebrew of course), and a bit too stuck in the 70's for my liking. Three human factions (and the greekbthing just feels wierd sorry) but elves basically only means high elves, orcs and goblins are separate, and i don't get why gnolls aren't just beastmen but ratmen don't make it? Trollslayers and goblin fanatics exist, wardancers don't? For a book with no world framing it, I was expecting more flex. I was also dissappointed to see that the incredibly granular points and equipment systems of wfb are still here, which i personally would've rather left behind for warband scale games.
Ugly: the book itself. This really doesn't feel like a 30 quid product, with a hash of reused artwork from hail caesar(!), what looks like bad deviantart, and just really spartan layout and design. Compare with the frostgrave books or even just random Osprey books.