Dark Potential Playtest Session 3 Part 4/4

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Top Comments

EpickBeardMan (Over a year ago): - delete
@12:15 stop Matt! The sniper KILLS people already. The fact that his overwatch attack didn't wound a guy in cover is OKAY... every now and then lol
+2
Hunsiki (Over a year ago): - delete
BOOOOMMM! headshot! i like the marksman bonus idea.
+2
xXJediNiteXx (Over a year ago): - delete
It seems that Xlanthos win almost all the time, and thats with different people playing with/against them. I'm not quite sure if it's a balance issue or an issue of tactics used by the corperation but you may want to look into it. I think both armies spend alot of time shooting and very rarely get into cc, except for the assassin, and that is probably a tactical disadvantage for the corp.
+2

Other Comments

PaulRaven92 (Over a year ago): - delete
Hmmmm...the jump rule hsounds nice as it is....but, as i see it, sounds kinda weird for a person to jump 4" horizontaly and then plummet straight down to his death. Thought about it a bit and this is what I could come up with(sorry if it sound absurd to some):When jumping from a bouldingto another one, a model,IMHO, could jump 4" to the same level of the second building....or could try to jump to a lower level of the second for @6 or 7" but suffer would 1 str3 hit1 from the impact.
ay2dee (Over a year ago): - delete
I think making the sniper +1 strength for each margin of 2 will make it a bit op, the fact that he can cause critical shots is reflected enough in his D3 wounding ability, maybe instead offer a one use upgrade like a phaser round that can easily pierce armour, or a pulse round that detonates on impact, increasing the strength of the hit by 2 say?
+1
oniemiru (Over a year ago): - delete
So far i like what i see, keep it up guys!
Scull (Over a year ago): - delete
@EpickBeardMan: Agree about sniper, he already is jack of all trades (can easily kill solos and can make troops run away)
imperialforce (Over a year ago): - delete
Like the marksman bonus, and will dp include vehicles?
EpickBeardMan (Over a year ago): - delete
The terrain looks a LOT like the concept art of the space elevator and London too. Blown out buildings overgrown by vines and plants. EPIC-LEE KEWEL!
+1
EpickBeardMan (Over a year ago): - delete
Every time I watch these, I'm most suprised as how much damage fleeing units can do. With how detrimental it can be to make someone flee, they still almost always seem to be able to MORTALLY wound a squad as they run. -2 modifier seems too generous IMHO *shrug*
Paradox- (Over a year ago): - delete
why dont you try a salveger play test? just as an exsperiment. and can you one dya do three way battles?
kagesonofbaator (Over a year ago): - delete
I would like to see some close combat specialists introduced to the corporation army to see what a more close combat focused army list would play like. That commander kill was great though.
Cow (Over a year ago): - delete
ya, the sniper sure is a fan favorite.

And the assassin is all about the the late game bruiser. Getting the perfect set up.

Since smoke grenades block lin of sight wuite well, I bet using them extensively to get closer could work. Other than that, the Corporation does need something to help them out in. Being generally good in one aspect that doesn't come up often is not enough... To the forums!
Vexxus (Over a year ago): - delete
I think the assassin needs a deployment boon, or a movement bonus in addition to the current. He comes into play so late, which seems somewhat unrealistic as everyone else stands around pot shotting one another.

One idea would be allow him to sacrifice one of his "shadow" tokens to gain an extra move action.
TaShadan (Over a year ago): - delete
well maybe jedinite but matt didnt use the terrain/buildings/cover good he ran alot in the open
About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: May 7, 2012
Views: 1,797
Rated: 12345 (2)

What do you think of the rules so far?

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