Post by CmdrKiley on Sept 16, 2013 12:16:32 GMT -5
I picked up the new 2013 rules for Dark-Age, not sure why it's simply called 2013 rather than the fancy names for the rules and expansions. The first editions were using Biblical references (Genesis, Exodus, etc.) the second edition rules had more end of the world theme (Apocalypse, Devastation, etc.). I hope it's not a sign that they want to change the rules every few years. Anyways, Dark-Age Games was offering a trade-in for the new rules. I packed mine and Grumpy's Apocalypse books along and delivered them to the Cool Mini or Not booth, only to realize we both grabbed the Apocalypse Forcelist books. However they gave us the new rulebooks anyways. With that bit of goodwill I was compelled to spend some money at their booth anyways. I ended up buying the new Conflagration expansion and a number of new Skarrd and Dragyir releases as well as a ton of Secret Weapons bases and a limited edition Sodapop mini.
I'm not too sure why they redid the rules from Apocalypse, aside from a few rules I thought were clunky, I didn't think they were that bad. The army lists seemed a bit unbalanced and needed tweaking. I never picked up the Devastation book, so I'm not sure if the addition of the CORE through things out of whack or what.
Overall, I found the 2013 rules to be much more stripped down and streamlined from the Apocalypse rules. Last week I got to try out the new rules with Ogre at RIW Hobbies. Here are a few things I've noticed.
Squad-Linking - Probably the biggest change to the game, and one that I really do seem to like. Basically there are no squads in this game any more. All models are essentially individuals. However, most models (particularly the former unit types) have an ability called Squad-Linking. This allows them to activate a given number of similar units that have not been activated yet that are within the range of the model you choose to activate. Essentially this allows a sort of squad activation. This really makes the game much more flexible in that you can really play a small scale skirmish game with a number of individuals or ramp it up into an epic sized battle with lots of units. Furthermore it allows players to activate a single model when needed in order to get more activations in a turn, to force an opponent to activate a desired model first, and then activate a lot of models as a squad to deliver a devastating hit. This rule, in combination with some of the other Special Abilities, like Command,can allow for a lot of models activating at once. I can see in some cases where one would want to place markers designating Activated models to avoid confusion. However, our 1000 point game went pretty smoothly without any need for that.
Cowardness Shall Not Be Tolerated! - I always liked this rule too. Seemed very fitting to the setting of the game. Routing units ran in a random direction and anyone that the crossed paths with on their way off the table got a free strike against them (even friendly units were forced to take a whack at the cowards). However, I do recall in the Apocalypse rules things got pretty complicated when it came to friendly units making the attacks. Also with the new Squad Linking rule, it probably becomes more cumbersome. So I can see why it was taken out. Overall, morale has been simplified to merely Panic, there is no routing. Panic is caused by certain special abilities such as Casue Panic or Horrible Death and affects models either in base contact or within a certain range. Panic only results in negative modifiers to the models affected. Panic can be removed by a nearby friendly model spending an action point to remove a Panic counter (and giving a reassuring word) from the affected model. There are quite a few units that have Never Panic abilities too. So with nobody running off the table games can be pretty much to the death.
Breaking from Close Combat - Rather than the choice of opposed rolls that really seemed more difficult to explain that it really was in the Apocalypse rules, now it is simply requiring 2 AP to move out of CC. I sort of think this is oversimplyfying it as the opposed roll seems to make it more like a real struggle where combatants are locked in, but the way the old rules were written seemed way too clunky and busy for what it needed.
Squad Leaders - Particularly amongst the Forsaken, where there were squad leaders amongst the squads of troops, the new Squad-Linking rule sort of makes a Squad Leader model obsolete. However, now the Squad Leaders are more like Squad Enhancers. Sure they may have a better Psych rating and their AS may be a step higher but now they have an ability that grants a special ability to similar models within 8" of them. Like the Squad-Link rule, I really welcome this change.
Infiltration - In the old rules, Infiltrator units could deploy no closer than an opposing models Psych score. Now it's simply a flat constant distance. Simplificiation no doubt. However, I liked the idea that an infiltrator had a harder time sneaking up on a hero who is more aware of his surroundings (that's why he's lived so long in the wastelands) than some peon. No major loss.
Overall we played a 1000 point battle between Forsaken - St. Mary and Skaard. The game ran quite smoothly, with me teaching Ogre how to play. I still find it a bit unusual with all the units on the table still fighting it out to the death rather than running off the board scared.
I'm not too sure why they redid the rules from Apocalypse, aside from a few rules I thought were clunky, I didn't think they were that bad. The army lists seemed a bit unbalanced and needed tweaking. I never picked up the Devastation book, so I'm not sure if the addition of the CORE through things out of whack or what.
Overall, I found the 2013 rules to be much more stripped down and streamlined from the Apocalypse rules. Last week I got to try out the new rules with Ogre at RIW Hobbies. Here are a few things I've noticed.
Squad-Linking - Probably the biggest change to the game, and one that I really do seem to like. Basically there are no squads in this game any more. All models are essentially individuals. However, most models (particularly the former unit types) have an ability called Squad-Linking. This allows them to activate a given number of similar units that have not been activated yet that are within the range of the model you choose to activate. Essentially this allows a sort of squad activation. This really makes the game much more flexible in that you can really play a small scale skirmish game with a number of individuals or ramp it up into an epic sized battle with lots of units. Furthermore it allows players to activate a single model when needed in order to get more activations in a turn, to force an opponent to activate a desired model first, and then activate a lot of models as a squad to deliver a devastating hit. This rule, in combination with some of the other Special Abilities, like Command,can allow for a lot of models activating at once. I can see in some cases where one would want to place markers designating Activated models to avoid confusion. However, our 1000 point game went pretty smoothly without any need for that.
Cowardness Shall Not Be Tolerated! - I always liked this rule too. Seemed very fitting to the setting of the game. Routing units ran in a random direction and anyone that the crossed paths with on their way off the table got a free strike against them (even friendly units were forced to take a whack at the cowards). However, I do recall in the Apocalypse rules things got pretty complicated when it came to friendly units making the attacks. Also with the new Squad Linking rule, it probably becomes more cumbersome. So I can see why it was taken out. Overall, morale has been simplified to merely Panic, there is no routing. Panic is caused by certain special abilities such as Casue Panic or Horrible Death and affects models either in base contact or within a certain range. Panic only results in negative modifiers to the models affected. Panic can be removed by a nearby friendly model spending an action point to remove a Panic counter (and giving a reassuring word) from the affected model. There are quite a few units that have Never Panic abilities too. So with nobody running off the table games can be pretty much to the death.
Breaking from Close Combat - Rather than the choice of opposed rolls that really seemed more difficult to explain that it really was in the Apocalypse rules, now it is simply requiring 2 AP to move out of CC. I sort of think this is oversimplyfying it as the opposed roll seems to make it more like a real struggle where combatants are locked in, but the way the old rules were written seemed way too clunky and busy for what it needed.
Squad Leaders - Particularly amongst the Forsaken, where there were squad leaders amongst the squads of troops, the new Squad-Linking rule sort of makes a Squad Leader model obsolete. However, now the Squad Leaders are more like Squad Enhancers. Sure they may have a better Psych rating and their AS may be a step higher but now they have an ability that grants a special ability to similar models within 8" of them. Like the Squad-Link rule, I really welcome this change.
Infiltration - In the old rules, Infiltrator units could deploy no closer than an opposing models Psych score. Now it's simply a flat constant distance. Simplificiation no doubt. However, I liked the idea that an infiltrator had a harder time sneaking up on a hero who is more aware of his surroundings (that's why he's lived so long in the wastelands) than some peon. No major loss.
Overall we played a 1000 point battle between Forsaken - St. Mary and Skaard. The game ran quite smoothly, with me teaching Ogre how to play. I still find it a bit unusual with all the units on the table still fighting it out to the death rather than running off the board scared.