by T1m0thy » December 24th, 2013, 3:58 pm
by Arachas » December 24th, 2013, 5:20 pm
by Oreet » December 24th, 2013, 5:45 pm
by Mob of Blondes » December 24th, 2013, 8:11 pm
by T1m0thy » December 24th, 2013, 8:12 pm
by Arachas » December 24th, 2013, 10:29 pm
T1m0thy wrote:I think I can accept that. It's not so much that I don't know the rules, because I devoured them as best I could. We seem to have a few friends that either lack the interest or ability to play the game well. Honestly they have the same problem with 40k and other games we play. I just figured there might be some alternate rules (optional) that we might be able to implement to play.
Thanks again!
by Hunter2k3 » December 25th, 2013, 11:30 am
Arachas wrote:And if 40k is too hard for you, you're probably not fit for miniature wargaming.
by VisOne » December 25th, 2013, 12:19 pm
by Mob of Blondes » December 25th, 2013, 11:44 pm
by VisOne » December 26th, 2013, 3:50 am
by Section9 » December 26th, 2013, 6:09 am
VisOne wrote:Mercs is the other thing that comes to mind or maybe Force on Force?
by VisOne » December 26th, 2013, 9:26 am
Section9 wrote:VisOne wrote:Mercs is the other thing that comes to mind or maybe Force on Force?
Force on Force is really damn cool, but it gets really ... complicated with reaction cascades. And it's not real easy to come up with a balanced scenario. The game is built around the idea of more-or-less historical scenarios.
by Oreet » December 26th, 2013, 2:45 pm
Section9 wrote:WarmaHordes is complex because of individual model rules interactions, and playing enough to stay on top of the new threat happens to be. I just don't have the time anymore. There's not a lot of tactical thought that goes into it, you just need to be able to measure with your eyes.
Infinity has some of the individual-model-rules from WarmaHordes, and the action-reaction mechanic. Both of those have a steep learning curve, and the two of them together is pretty nasty.
by Hero of Man » December 26th, 2013, 6:51 pm
Oreet wrote:Section9 wrote:WarmaHordes is complex because of individual model rules interactions, and playing enough to stay on top of the new threat happens to be. I just don't have the time anymore. There's not a lot of tactical thought that goes into it, you just need to be able to measure with your eyes.
Infinity has some of the individual-model-rules from WarmaHordes, and the action-reaction mechanic. Both of those have a steep learning curve, and the two of them together is pretty nasty.
my biggest beef with Warmahordes was the list building. At least 75% of the time you can just look at each other's lists and be fairly certain who is going to win without putting a single mini on the table.
by Section9 » December 26th, 2013, 9:45 pm
Oreet wrote:Section9 wrote:WarmaHordes is complex because of individual model rules interactions, and playing enough to stay on top of the new threat happens to be. I just don't have the time anymore. There's not a lot of tactical thought that goes into it, you just need to be able to measure with your eyes.
Infinity has some of the individual-model-rules from WarmaHordes, and the action-reaction mechanic. Both of those have a steep learning curve, and the two of them together is pretty nasty.
my biggest beef with Warmahordes was the list building. At least 75% of the time you can just look at each other's lists and be fairly certain who is going to win without putting a single mini on the table.
by michel » February 12th, 2014, 5:21 pm
by Section9 » February 12th, 2014, 6:57 pm
michel wrote:with a style that it's reminescent of what Infinity was back in 2006: a basic, innovative system with few miniatures and few quick start rules.
by Moleverine » April 19th, 2014, 12:56 am
by MARC C » April 22nd, 2014, 12:23 pm
T1m0thy wrote:To give you a little background, my group of friends played for a while and most got miniatures. In the end, the game lost steam and the feedback I received is that the game had too steep a learning curve. I'm the groups rules guy, and I love the game and the miniatures but I'm wondering if there are any alternate rule sets for the game, official or unofficial that are simpler or more "mainstream"?
I was asked if there was an option to play without Orders specifically? We'd like to see every model play a part in the game, but I'm not sure something like this could be done. In fact, I'd say the order function of the game is so engrained, that it can't be removed.
Has anyone tried something like this?
by HELLRAISER » June 7th, 2014, 5:37 pm