Dark Potential Playtest Session 2 Part 4/5

DownloadDownload (Vault Members Only)
Dark Potential Playtest Session 2 Part 1/5Dark Potential Playtest Session 2 Part 2/5Dark Potential Playtest Session 2 Part 3/5Dark Potential Playtest Session 2 Part 5/5

Log in above or Register Now to be able to post a comment and rate this content.

  Comments   Share  

Top Comments

kiljaeden492 (Over a year ago): - delete
I feel like it's too easy for people to run, at least in this game.
+3
TaShadan (Over a year ago): - delete
you should add an index to find stuff better
+2

Other Comments

JMcGowan91 (Over a year ago): - delete
I live in AUS, so the chances of meeting anyone else who would play this game are probably less than 1%, but I am still going to buy myself one of these armies when everything is sorted
+1
abnormalburrito (Over a year ago): - delete
@Jullette: he only gets hit if he enters or ends his movement in the AOE
He did neither
Janzki (Over a year ago): - delete
I'm with trizzek here. Only 1 reroll for a roll would be better IMO.
WasteDump (Over a year ago): - delete
I also heard dave ask about charging into combat when the oe being charging is is smoke, the charging model should have to make a perception check and if not passed he should take some kind of penalty to the amount of attacks he recieves
WasteDump (Over a year ago): - delete
I agree with trizzek, even if your strategy is to horad dice till the end of the game it seems unfair to be able to re roll dice twice then proceed to subtract 3 from the roll with 5 command points
-1
Jullette (Over a year ago): - delete
Matt's the one guy who ran out of "napalm" should have taken that S5 Hit right? And also the same one guy who shot at Dave's squad and took out one guy, Dave didn't pass hes Ld but he should use the squads Command point to decrease it by one and he should have passed the test right? Did they just forget or am I missing something? Great report tho, I love watching these play tests.
Hunsiki (Over a year ago): - delete
how about instead of "fleeing", the character or squad becomes panicked. Then on your activation morale is then rolled. And if failed, auto runaway.
+1
trizzek (Over a year ago): - delete
I feel like re-rolling all ready re-rolled dice is a bit iffy. Because imagine the end of a game, everything depends on one wound-roll, and you got lucky with regenerating command points... You just sit there and re-roll all day and it takes a lot of suspense out of it!
-1
About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: May 4, 2012
Views: 2,471
Rated: 12345 (5)

Let us know what you think!

Found in:
More From...
Grey Knights vs Necrons Warhammer 40k Battle Report - Beat Matt Batrep Ep 98 Grey Knights vs Necrons Warhammer 40k Battle Report - Beat Matt Batrep Ep 98
by MiniWarGaming | 2,407 views
Matthew plays one last game with his Necrons before the new codex comes out.
Grey Knights vs Tau Warhammer 40k Battle Report - Beat Matt Batrep Ep 97 Grey Knights vs Tau Warhammer 40k Battle Report - Beat Matt Batrep Ep 97
by MiniWarGaming | 3,005 views
Kevin brings in a Forgeworld Knight Lancer with his Grey Knights to challenge Matthew and his Tau.
Bjorn vs Deffy Warhammer 40k Battle Report - Who Would Win Ep 20 Bjorn vs Deffy Warhammer 40k Battle Report - Who Would Win Ep 20
by MiniWarGaming | 1,127 views
Bjorn the Fellhanded stands toe to toe with Dave's own Deffy the Defiler!
Logan Grimnar vs Abbadon Warhammer 40k Battle Report - Who Would Win Ep 19 Logan Grimnar vs Abbadon Warhammer 40k Battle Report - Who Would Win Ep 19
by MiniWarGaming | 1,228 views
Abbadon the Despoiler, is put to the test with the Space Wolves Lord of War, Logan Grimnar!
Quick Tip: Imperial Engine Exhaust (alt) Quick Tip: Imperial Engine Exhaust (alt)
by MiniWarGaming | 100 views
In this video Kris shows us an alternate way of painting soot on an exhaust.