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Insider odierno altri succosi dettagli della MK III!
In HORDES, the rules for Frenzying were significantly simplified and yet, at the same time, brought back in line with the original intent of this risk/reward system. In the new edition, the Frenzy rules simply state that a frenzying warbeast shakes all effects that can be shaken, then charges the closest model and makes a single attack against that charge target, using its highest P+S attack. That’s it. No more long if/then chart to check against. Just shake, charge, and attack.
La frenesia quindi ora è "togli tutti gli effetti che hai addosso", "carica" e "un unico attacco, quello con P+S maggiore".
One significant pruning was the removal of model psychology from the games. While we had made significant changes to how psychology functioned and its overall impact on the game experience from Mk I to Mk II, we soon realized during the development of the new editions that model psychology really didn’t fit the vision we had for the tabletop experience and for the world of the Iron Kingdoms. By removing psychology entirely, we were able to significantly reduce the total volume of rules and create a more fun, rewarding play experience.
Quindi basta psicologia, tanto al massimo correvi sul posto...
Perhaps one of the most noticeable cuts that added a huge amount to the games was the removal of skill checks from both games. The removal of this random element created a huge shift in some very underutilized models, as they were now guaranteed to be able to do what they were meant to do without having to worry about a random die roll to determine success. Of course, this cut did not come without some serious retooling and testing of former skill check abilities to account for the now guaranteed success.
E qui possiamo danzare di felicità! Basta abilità a test per riuscirci! Questo bilancia parecchio tra Warmachine con i meccanici con il test mentre in Hordes i medici riuscivano in automatico a curare.
Quindi anche qui, semplificano e cercano di bilanciare.
Da una parte si vede che tendono anche loro ad abbassare il target, dall'altra esattamente come Infinity secondo me si va verso regolamenti molto semplici e di facile comprensione ma che attraverso le regole dei modelli danno vita a giochi anche molto intrigati ed intriganti.