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Author Topic: Strange Aeons: Second Edition...  (Read 62203 times)

Offline Mr. Peabody

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Re: Strange Aeons: Second Edition...
« Reply #105 on: 24 April 2014, 02:07:48 AM »
All this talk of Zombies gives me an idea for a new Plot Point...
Jolly good! The stars align slowly, but Cthulhu is patient...

At the beginning the players went for high value lists but were frightened off by some of the tougher Lurkers and tried to keep their totals much lower towards the end of the campaign to try and keep the tough stuff away....
Oh, I get that, completely. High point cost Threshold lists aren't long for this world!  lol
But we are lucky to have the gaming time allowed us, and dammit, we are going to play with all the toys.

Television is rather a frightening business. But I get all the relaxation I want from my collection of model soldiers. P. Cushing
Peabody Here!

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #106 on: 24 April 2014, 03:56:08 AM »
All the Undead are getting a re-working but will remain fairly expensive. As far as new Plot Points go...

Gates Of Hell
All Undead are -1 pts when purchased, provided the Lurker list contains only Undead models.

...Added last night...

Offline Argonor

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Re: Strange Aeons: Second Edition...
« Reply #107 on: 24 April 2014, 08:14:03 AM »
I used the 'spawning' rules in my 'Green and Unpleasant Land' Black Dossier, and they are very characterful that way, a proper horde feeling.


Ah, I haven't read that through - my Treshold team is not sufficiently experienced for Black Dossiers  lol
Ask at the LAF, and answer shall thy be given!


Cultist #84

Offline Basement Dweller

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Re: Strange Aeons: Second Edition...
« Reply #108 on: 24 April 2014, 09:32:08 PM »
I'm excited for a Zombie/undead horsde.  I share the view that they are a good price at 3 with the mad scientist, but a little lack luster when used with anyone else.

Excited for gates of hell...I can use all my poor threshold agents that have been hacked up and covered in red paint!
leadadventureforum.com/gallery/16/1338_04_02_14_4_41_04_1.jpg

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #109 on: 01 May 2014, 04:01:21 PM »
I think I have a good fix for the Zombies now...will need to playtest it a bit before I let you all in on the (hopefully...) brilliant ideas.

Offline Klener Zorn

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Re: Strange Aeons: Second Edition...
« Reply #110 on: 02 May 2014, 01:16:25 AM »
i love the gates of hell idea

Offline Kamandi

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Re: Strange Aeons: Second Edition...
« Reply #111 on: 02 May 2014, 03:02:12 AM »
Indeed. Everyone likes the idea of a Hell Gate. But if you put one in you find they lower property values and cause trouble with the neighbours.
"Something had happened in the dim past...! A natural disaster coupled with Radiation! The people in the bunkers lived out their lives and died dreaming of a day of return---The radiation would be gone---and the world would be left waiting---"

Offline Col. Aubrey Bagshot

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Re: Strange Aeons: Second Edition...
« Reply #112 on: 02 May 2014, 10:17:23 AM »
Not if they are in SW3...

Money can't buy you happiness but it does bring you a more pleasant form of misery.
Spike Milligan

Offline obsidian3d

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Re: Strange Aeons: Second Edition...
« Reply #113 on: 05 May 2014, 05:09:13 PM »
Urgh...ambush models how I hate thee!

Offline Basement Dweller

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Re: Strange Aeons: Second Edition...
« Reply #114 on: 07 May 2014, 06:01:49 PM »
Urgh...ambush models how I hate thee!

Is the hatred from it being spammed?  The skill in general?  Do others feel this way?

I feel it is a top tier skill for sure just not sure if it is better than the other top tiered upgrades (CON, DEX, heroic, improved command, LT).  I just wonder if people feel it is too good?

The main counters that I see are numbers (rush him!  He can't get us all!), big bad guys (shoot me!  I can take it!), or long range weapons (bolt action rifle and/or .30 Cal).


Offline styx

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Re: Strange Aeons: Second Edition...
« Reply #115 on: 07 May 2014, 06:19:05 PM »
Uncle Mike, do you have a month in mind yet? I would like to save my hobby funds up around that time....
Check out my blogs!

Warhammer 40k, Fantasy and more!: http://armyoftheweek.blogspot.com

Warhammer Historicals: Legends of the High Seas and Old West, Gladiator: http://diceoflegends.blogspot.com/

Strange Aeons: http://strangeraeonsadventures.blogspot.com

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #116 on: 07 May 2014, 06:45:10 PM »
A few months away yet...nothing is written in stone atm...

Offline obsidian3d

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Re: Strange Aeons: Second Edition...
« Reply #117 on: 12 May 2014, 06:34:37 PM »
Is the hatred from it being spammed?  The skill in general?  Do others feel this way?

In early games, on a Threshold character, combined with a dex increase it's really hard for lowly cultists/lurkers to deal with. Even with good numbers against a model with that combo it's tough. I'm still trying to figure out a way around it as he's basically a sniper who gets to shoot on my turn. That shot will likely kill his target, which will thus cause checks on the surrounding lurkers...who will often fail.

That said though, I've made mistakes both games playing against such a model, so I don't feel it's unbeatable...I just need to revise my strategy to take it down, or maybe get an advantageous scenario to work in my favour.
« Last Edit: 12 May 2014, 06:36:40 PM by obsidian3d »

Offline styx

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Re: Strange Aeons: Second Edition...
« Reply #118 on: 12 May 2014, 08:06:10 PM »
In early games, on a Threshold character, combined with a dex increase it's really hard for lowly cultists/lurkers to deal with. Even with good numbers against a model with that combo it's tough. I'm still trying to figure out a way around it as he's basically a sniper who gets to shoot on my turn. That shot will likely kill his target, which will thus cause checks on the surrounding lurkers...who will often fail.

That said though, I've made mistakes both games playing against such a model, so I don't feel it's unbeatable...I just need to revise my strategy to take it down, or maybe get an advantageous scenario to work in my favour.

So, in other words, don't throw a brick and hope it works!

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #119 on: 13 May 2014, 11:02:59 PM »
Just printed the second version of the 'Alpha' rules. Quite happy with the changes to the ruleset...now, more playtesting!

 

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