Dark Potential Playtest Session 8 - Part 1/4

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Top Comments

silentdante (Over a year ago): - delete
the sniper range needs to be decreased to 10 or 12, also the d3 wounds is a bit much, as a new think about this rules, i would suggest instead of adding to the str of the shot by margin of success, you should make the number of wounds be by margin of success, kind of reflecting how well he was able to make the shot to a damaging area of an enemy. margin of succes 1-2 = 1 wound 2-3 = 2 wounds 4-5 = 3 wounds 6-7 = 4 wounds ect.
from the playtests i have done and the ones i have watched, when able to start high up or have little LOS blockage, they are very powerful. plus i thought you got an extra -2 when doing a passive check on stealth? no?
+3
sHagrat772 (Over a year ago): - delete
I don't mean to sound impatient but where are the actual models for dark potential?
+2

Other Comments

lasthatred (Over a year ago): - delete
Hey matt if your going to bring dark potential to 40k (as in popularity) your going to have to come up with. Your own paint range.
Paradox- (Over a year ago): - delete
I think it would be cool to do a sixth edition type 40k battle. with artefact to add an interesting twist to the scavenger game. eg. its radio active or poisonous.

as well could we see some scavenge battraps or even three way battles please
Komfritten (Over a year ago): - delete
I'm looking forward to see where this game goes. It seems nice, but I'm a little afraid to get stuck up in math all the time, when accounting for range, cover etc. Do you think it is a question of playing it enough, or getting some reference sheets?
-2
abrajam (Over a year ago): - delete
I'm really liking the changes your making matt can't wait to see how this turns out cant wait to get my hands on some of the models especially after looking at the concept art
+1
CedricO (Over a year ago): - delete
*Take this to hard typing fail FTL
-1
CedricO (Over a year ago): - delete
Im sorry, but i have no interest in dark potential. I collect Warmachine and i love the warhammer 40k universe and its batreps on this website. But i have no need to get into another miniature wargame. Hope you dont this to bad. Thought i should be honest. GL with it though Matt
epenguin (Over a year ago): - delete
my suggestion for suppressing fire is that if a unit is hit but not wounded and fail a Ld test they are suppressed but not broken
Redvig (Over a year ago): - delete
Ignore me ,I just watched the bandit video
-1
Redvig (Over a year ago): - delete
Hey Matt, don't know if you'll read this , but whilst watching the 3rd D.P blog, I had an idea about the bandits, it's probably to far down the development stage and I haven't eat watched the rest so I don't know what happened to the bandits. They could be from Europe and have developed sea travel and are looking for new land. Sorry for the long comment
-2
Ork-War-Lord (Over a year ago): - delete
where are the models for dark potential
lordraptor (Over a year ago): - delete
id post on the forums but they arent letting me log in -_- it might have already been suggested but id like to see a scenario where each side has to try to build a fortification (ie each skill check adds a damage/cover/whatever to it) and try to stop the other side from knocking it down!
DalarRhume (Over a year ago): - delete
@Shagrat; we're probably a fair way away from seeing the first playable mini. We only just recently saw the master sculpt of the PMC Sniper (god I love that...PMC...it's nice to see this game starting to get its own short hand) several weeks ago. Next it will need to be cast and then studio painted and photographed, priced packaged...etc etc...now do that by 2-3 start boxes of 5 or so miniatures.
Joemiddle (Over a year ago): - delete
awesome two play tests back to back!
sHagrat772 (Over a year ago): - delete
I don't mean to sound impatient but where are the actual models for dark potential?
+2
silentdante (Over a year ago): - delete
also i think being able to use a command point to move a wounds role is a little much, either that or don't call it "command" points unless the sniper is able to command the arc of a bullet.
silentdante (Over a year ago): - delete
the sniper range needs to be decreased to 10 or 12, also the d3 wounds is a bit much, as a new think about this rules, i would suggest instead of adding to the str of the shot by margin of success, you should make the number of wounds be by margin of success, kind of reflecting how well he was able to make the shot to a damaging area of an enemy. margin of succes 1-2 = 1 wound 2-3 = 2 wounds 4-5 = 3 wounds 6-7 = 4 wounds ect.
from the playtests i have done and the ones i have watched, when able to start high up or have little LOS blockage, they are very powerful. plus i thought you got an extra -2 when doing a passive check on stealth? no?
+3
shas-0 (Over a year ago): - delete
i absoulotly love the camera angle at 13:05,it looks awesomely cinematic

-1
Tricky (Over a year ago): - delete
Neverminf thought it was a 2, but it's a 3.
+1
Tricky (Over a year ago): - delete
Wait he used 2 command points to increase the roll of 2 to 5? would it be 4 maximum?
-1
grenndal (Over a year ago): - delete
snipers are overpowered!!!
-1
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About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: June 19, 2012
Views: 4,767
Rated: 12345 (4)

Dan and Matt take on another playtest and try out a new senario.

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