Dark Potential Playtest Session 4 Part 5/5

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Top Comments

Vexxus (Over a year ago): - delete
Running directly away from the enemy or unit that caused you to run makes the most sense, works in all situations, and is easiest. This can easily be explained by those fleeing being distracted by the fight they are engaged in, enough that they may run into a new enemy unwittingly.
+5

Other Comments

rpricew (Over a year ago): - delete
In regards to Fleeing. At the beginning of the game pick two opposing table edges either randomly (with a dice roll) or via a roll off, and those become the owning players.
When a unit flees it does so towards the nearest owning table edge avoiding enemy models and impassable terrain.

Phury (Over a year ago): - delete
It was a close but very good game. I think it came down to a few rolls in Matt's favor and a few against Dave near the end so very well balanced IMO. Keep them coming!

malko888 (Over a year ago): - delete
matt is a winner,
and we are all lucky that he is,
all the staff and all the people who are touched by miniwargaming
have matt to thank for his vision, leadership and hard work.
so if he wants to crow when his best friend misses a crucial roll,
then that's all right by me

sdrartys (Over a year ago): - delete
Dave could have used the assassin to kill the last member of the squad, then use his overrun move to attack the commander. probably would nott have ultimately changed the ending but would have stopped matts single guy from firing whilst fleeing.

TaikDaBrain (Over a year ago): - delete
Nice video. Love the terrain setup!

lean-v (Over a year ago): - delete
Awesome game. Totally rooting for Dave the whole time
+1

EpickBeardMan (Over a year ago): - delete
Matt's little celebrations at others' misfortune sure comes off bad sometimes =/

Edvard (Over a year ago): - delete
%u25BC*2nd to last turn*%u25BC

Edvard (Over a year ago): - delete
Hmmm... Dave's Turn I would have went for a flat out assassination on the commander, killing him would then make the squad have to roll a 6, hopefully making them run. Then if there was any shooting left launch it at the squad and watch him squirm for 6-3 rolls. Then I would focus the next in line commander and with all the LOS blockers the assassin should be able to finish off any thing, granted he could get past ant overwatches, but 1 hit will stop it or you could force Mat to shot in to a squad instead of the assassin.

Adonion (Over a year ago): - delete
awesome fluctuations of winning probabilities! I agree to what Matt said about corporation and x'lanthos's play styles. Really good game and nice tactics.

About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: May 10, 2012
Rated: 12345 (1)

The conclusion. What do you think of the new rules?

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