If you consider class based decisions a Spoiler, walk away! Otherwise, take a step in and see what I think!
Month: May 2016
We have just over two weeks until the rules for the 3rd edition of Warmachine officially drop at Lock and Load, and I’m excited that I am going to be there to try and get some games in on Sunday with the new rules, but I am also excited to play the last few tournaments with MK II before I roll into the new game full bore.
I’ve talked a bit about what I am going to play when I get there, and I have had some significant experience playing with the casters I am going to work with, until recently when the 3rd edition announcement made me giddy to get some games in with casters I’ll never see again. Fortunately, I’ll get some serious playtime at Lock and load both with the new rules and with the old, so I don’t really worry that I’ve not used my chosen pairing recently.
What about Cryx, though, in 3rd edition?
Continuing the Series, I’m going to take a strong look at the Specialist class, just like I did with the Sharpshooter and the Grenadier. I’m going to cover why I like and don’t like what I took, and how it helped me play the game. If you consider class based decisions and abilities spoilers, I’d stay out now. otherwise, dive in with me to take a look at the Specialist class.
I’ve been excited since the announcement of 3rd edition Warmachine for over a month. Its three weeks until it launches at Lock and Load, and I have consumed a staggering amount of information on the changes that are coming, both upwards and downwards.
Its not that I’m down on third edition, though, Its that my expectations have changed a lot since the original announcement, and I really just want it to be over.
This is awkward.
Four weeks after saying that I was putting out my last post on XCOM2, its still going strong, and seems to have expanded beyond what I could have comprehended. Ah well, always forward!
This week, a look at the Sharpshooter class, how I used it and why I like what I like.
And remember, spoilers past here
The new edition of both Warmachine and Hordes have been announced for about a month, as of this writing, and since that time there have a been a number of changes, both large and small, that have been made to the game. These range in scope from massive to minute to everywhere in between.
We’ve been handed glimpses, via their Privateer Insider platform, of some of the changes they are making to Factions, Model types and even basic game concepts.
From these previews I feel we are starting to get a glimpse at what the game is going to evolve into as well as starting to piece together the clues behind some of the more interesting design philosophies that are being expressed.
This could be the last part (Its not…). I actually don’t know. I thought the last two would, but it was much more than I could slam down in the limited time I had available. Lets see what I can do to knock this out today.
Remember, Plenty of Spoilers after this!
I thought I was going to be able to sum up the events of XCOM2 in a pretty simple manor last week, but that wasn’t the case by far. Then Cryx came up in the 3rd Edition Warmachine Previews, and I was up to my neck. THEN I bought a house, which requires a ton of work. So, days and days later, I bring to you part two of my final post on XCOM2.
Remember, a ton of Spoilers are beyond this gate.
(It took me nearly a week, but here it is!)
Never would I have expected Cryx to get the first fill faction spoiler/design concept article first, let alone that the article would be so massive! I enjoy design talk for games way, way more than I ought to so these next few weeks with each of the 12 factions is going to be extremely enjoyable! join me on the other side for my breakdown of what was written and what I think about it.