Dark Potential Playtest Session 2 Part 4/5

Sorry, this content is no longer available

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
Rated: 12345 (5)

Let us know what you think!

Found in:
More From...
Dark Angels vs Ministorum Warhammer 40k 8th Edition Battle Report Dark Angels vs Ministorum Warhammer 40k 8th Edition Battle Report
by MiniWarGaming
Steve and his Ravenwing and Constantine with his Ministorum, focus on the shooting phase of Warhammer 8th edition in this Batrep.
The Shooting Phase - How to Play Warhammer 40k 8th Edition Ep 4 The Shooting Phase - How to Play Warhammer 40k 8th Edition Ep 4
by MiniWarGaming
Learn all about the shooting phase, including the various Weapon Types, and how to properly allocate your attacks and wounds.
Quick Tip: Primaris Marine (ultramarine armor) Quick Tip: Primaris Marine (ultramarine armor)
by MiniWarGaming
In this Quick Tip Kris shows us how to paint a Primaris Marine in the Ultramarine color scheme using an airbrush.
Chaos Daemons vs. Eldar Warhammer 40k 8th Edition Battle Report Chaos Daemons vs. Eldar Warhammer 40k 8th Edition Battle Report
by MiniWarGaming
So Magnus, The Lord of Change, and Fateweaver walk onto a battle field...and a crazy psychic powers start flying everywhere! Watch Quirk try to use the power of the Chaos god Tzeentch to stop Caleb and his Eldar from sending them back into the warp.
The Psychic Phase - How to Play Warhammer 40k 8th Edition Ep 3 The Psychic Phase - How to Play Warhammer 40k 8th Edition Ep 3
by MiniWarGaming
Although it isn't super complicated any more, there are still a few nuances to get right in the Psychic Phase.