Dark Potential Playtest Session 8 - Part 4/4

DownloadDownload (Vault Members Only)
Dark Potential Playtest Session 8 - Part 1/4Dark Potential Playtest Session 8 - Part 2/4Dark Potential Playtest Session 8 - Part 3/4

Make sure you subscribe for more videos:
http://youtube.com/subscription_center?add_user=miniwargaming

And follow us on Twitter:
http://www.twitter.com/miniwargaming

And check out our Facebook page:
http://www.facebook.com/pages/MiniWarGaming/306311862321

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

  Comments   Share  

Top Comments

Navcom3 (Over a year ago): - delete
I would liken to say good test game, however I have some niggles. I think there are some balance issues but I will come to those in a minute. Matt IMHO I think you are getting a bit too bossy, you are interrupting people and seem a little intimidating. I can see Dan trying very hard to phrase his disagreements as if walking on eggshells. Never ask your staff if you are intimidating either, they will always answer no and secretly think yes. Just re-watch this video and ask yourself. On to the balance issues.

I accept that there were good dice rolls on Matt's part however Dan made that 7 or less save lots (if it had been Ork day he would have loved it) Did he actually manage to kill a model? Only at the end I think.

In the interest of balance perhaps if the infector did a multi wound b2b shot or a single wound AOE contagion at the choice of the person firing.

Perhaps the sniper rifle should only do 1 wound unless a 1 is rolled for D3 wounds to represent the hed shot

In any given game with a modicum of positioning the sniper has no threat against it. Perhaps to counter the assassin could have a once per game use of a triple move, allowing a cunning player to get a long move in?

I agree with the comment list here by Sobifett the Medic should get infected. That forces him/her to heal itself first or risk dying trying to heal someone else.

Lastly the broken rule for me does nothing to force a game change. IMHO I would like to either see some running away or a dithering penalty like spending the next activation on solely regrouping or gathering ones wits (no move or fire)

TTFN
+2

Other Comments

Tmaster (Over a year ago): - delete
X'lanthos are subteranean - give them a mawloc and experience the lolz
Paradox- (Over a year ago): - delete
You should do a game in which one side must foliage while the other side must stop them or kick them out there territory..... or a game where one side must locate a crashed ship or somthing like that by foliage then defend it for a certain amount of turns eg 2 turns to strip the ship then leave the board (there edge with the stuff)
Phatty (Over a year ago): - delete
the medic is immune to the virus. but it probably shouldnt be able to heal units in CC
-1
gen-oneill (Over a year ago): - delete
I hate to be one of the guys who complains about Matt always winning, but this was ridicules. Like already mentioned, he got the rules for infection wrong, which MIGHT have cause some of the people in combat against the assassin to of been broken, and the medic should have been infected as well. Matt, you need to actually follow your own rules
+1
coolbloo22 (Over a year ago): - delete
In my opinion what tipped the game in the corporations favor was the abundance of multi-wound weapons,to balance this we could give the x'lanthos 1-2 more weapons that could inflict multi-wounds. We shouldn't forget that luck played a large role in this game. Dan's only real multi-wound weapon wasn't able to do jack squat with one assassin getting sniped turn one and the other failing to do any damage
+1
SobieFett (Over a year ago): - delete
also the medic should have gotten infected for trying to heal the commander
SobieFett (Over a year ago): - delete
Due to the level of how elite the PMC solo's seem to be at this time, it brings up field allowance again. I can understand one of each, but in multiples, why would you ever take a squad. Multiwound, extra CP, multiwound weapons.
grenndal (Over a year ago): - delete
I think the board setup was the big problem. to give the snipers a free range of the board from turn 1 was a bit unfair. I think you need some LOS blocking terrain to help break up the board.
unxpekted22 (Over a year ago): - delete
I'll say it again I dont think a player should be allowed more than one 'loner' unit in their list.

A x'lanthos sniper might be a good idea, but we dont want each race to have all the same things either.
silentdante (Over a year ago): - delete
love how he reads it as, starts in base comabt OR MOVES INTO base comat and then proceeds to tell dan it wont happen until the next turn (which it wouldn;t it would have infected the recruiter when he moved into base contact, as far as the rules read)
the xlanthos need something that does multi-wounds also, the corp has sniper and the director, where xlanthos have none to my knowledge. to me it seems kind of like the corp is a fully fleshed out army almost and the xlanthos need a lot of work. sure the stats may be a bit higher but it sure isn't showing in any of the games in the past 3-4 playtests (it could also be the player, so who knows) people may say the assassin is equivalent but he really isn't, plus his range is effectivly 12" total where the sniper gets 14" ad infinity with a very high shooting skill. i think before you guys play more there should be a meeting to flesh out all the armies with stats, solo's and squads, then start playtesting from there to really see how to balance models. you also should start a group at your shop and have people playing way more games.
+1
epenguin (Over a year ago): - delete
i think infection should have a range rather than BTB but models only get infected on a 1-3 or something like that
+1
packetboy (Over a year ago): - delete
I like it! The x'anthos only need some more solo.
Gatha (Over a year ago): - delete
or a sniper squad like the death marks.
+1
Adonion (Over a year ago): - delete
maybe a demo expert that can place larger template grav mines and plant/throw remote explosives that stay in play until you choose to detonate them. that would be different from others so far.
machomouse (Over a year ago): - delete
The zalanthos should have a sniper
About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: June 19, 2012
Views: 1,185
Rated: 12345 (1)

The playtest concludes. How do you think this game went?

Found in:
More From...
Tzeentch Deamons Princes vs Paladin Deathstar Warhammer 40k Battle Report - Beat Matt Batrep Ep 146 Tzeentch Deamons Princes vs Paladin Deathstar Warhammer 40k Battle Report - Beat Matt Batrep Ep 146
by MiniWarGaming | 1,374 views
WARNING: Crazy Battle Report Ahead. Matthew brings 4 Daemon Princes against a Draigo Paladin Deathstar.
Tzeentch Daemons vs Grey Knights Warhammer 40k Battle Report - Beat Matt Batrep Ep 145 Tzeentch Daemons vs Grey Knights Warhammer 40k Battle Report - Beat Matt Batrep Ep 145
by MiniWarGaming | 2,261 views
Matthew's Daemons face off against his most feared foe - Grey Knights!
Quick Tip: Flamer of Tzeentch (green flame) Quick Tip: Flamer of Tzeentch (green flame)
by MiniWarGaming | 165 views
In this quick tip Kris shows us how to paint the flames of a Tzeentch Flamer that contrasts well with a magenta body.
Ad Mech vs Necrons Warhammer 40k Battle Report - Warzone Apothis Ep 50 Ad Mech vs Necrons Warhammer 40k Battle Report - Warzone Apothis Ep 50
by MiniWarGaming | 2,248 views
The Space Marines arrive and fight to gain air superiority over the rogue Necrons on Duusol
Ad Mech vs Necrons Warhammer 40k Battle Report - Warzone Apothis Ep 49 Ad Mech vs Necrons Warhammer 40k Battle Report - Warzone Apothis Ep 49
by MiniWarGaming | 3,241 views
The Mechanicus responds to Derek's rogue Necrons on Vadurak