Morkilus
08-28-2006, 12:27 PM
I thought there might be enough interest that I'd start up a new thread. The game was shown at Indy, and Wizards seems serious enough about it to have already given thousands in prizes, and started a $1000 tournament series for local stores.
I played a couple games after picking up enough for two to play, plus a booster to swap out the more specialized (useless) minis. I was surprised how deep the game is both tactically and strategically. The rulebook (http://www.wizards.com/default.asp?x=dbm/rules) is published online, which gives a good sense for the rules, and you could pretty much try it out if you took the time to make some paper pieces.
Generally, the game has the element of chess where controlling movement by holding key territory is very important. On a tactical level, setting up attacks on important cells and figuring probability of success in a strike can pay off well. One of my early gripes is the randomness of the initiative roll (who goes first in a turn). Initiative is rolled d6 vs d6, and ties go to the player with the most turns won so far. With this mechanic, there can be a momentum to hitting hard and fast, and winning multiple initiatives can gain you plenty of victories; even though you don't get the advantage of seeing where your opponent is moving, you can crush a buildup of troops and gain key cells (and victory points for kills) without much fear of retaliation.
The pacing of the game seems pretty quick, though you could take plenty of time planning your moves if you were pedantic enough. We got our first couple games done in an hour and a half, including time to rebuild our warbands.
Building warbands isn't too difficult, and there is no uber-unit syndrome since the strength of the units you can recruit each turn is random + various bonuses that accrue as the game progresses. So it is vital to build a warband that has a variety of costs. The "blades" mechanic is alot of fun; each of the special dice has a blade face, which is a point you can assign to the varied abilities in an attacking group of creatures. There's a huge amount of abilities that you can utilize, and some of them don't involve the creatures in direct combat.
The feel of the game is quite different from a traditional minis game, and movement and combat is much more fluid. I like not having to use a measuring stick or having to count squares in a grid.
And oh yeah, the minis are pretty sweet looking. (http://www.wizards.com/default.asp?x=dbm/gallery)
At least I can use them in some planar D&D adventures if I ever get ambitious enough to DM again.
Here's an AAR that I posted in the starcitygames.com GD forum to get a feel of what the game is like:
I decided to go ahead and try it out; I haven't bought a new game for months. Even though I barely had enough for a warband for each of us, it was pretty easy to set up synergies and a general strategy for each, since the warbands are always 16 minis. My friend took Valor and Passion, and I took Fear and Madness, favoring a low curve. I kept trying to swarm his larger characters, but he kept winning initiative and disrupting them to the fringes of the board. Since I kept rolling 1's, we never got that many spawns and he won turn after turn.
Next game, I focused harder on the swarm strategy and went for the middle cell. After getting beat back with some amazing rolls allowing him to use the powerful Advance ability of the Hawk-eyed Instigator, I was down 5 to 0 and a powerful wall was on my front scoring cells. Then I won a couple initiatives in a row, and got a couple lucky crits to kill off his more powerful creatures. The disrupted creatures eventually made it back into the fray, and attrition started to make a difference - the Madness aspect has alot of creatures with low defense (meaning they get disrupted easily) but high life (making them hard to kill). Eventually he had no more creatures to spawn, and my win was inevitable. It seemed incredibly lucky that he didn't get just...one...more...turn. There's apparently a huge difference in the strategies you can bring to the table, but randomness is definitely a factor. The amount of options you have each turn means there is a decent amount of skill required, though. You definitely have to plan ahead, make decisions based on probability, and pay attention to cells that control movement, as "engaged" creatures (sharing a cell with an enemy) can't move w/o a special ability.
I played a couple games after picking up enough for two to play, plus a booster to swap out the more specialized (useless) minis. I was surprised how deep the game is both tactically and strategically. The rulebook (http://www.wizards.com/default.asp?x=dbm/rules) is published online, which gives a good sense for the rules, and you could pretty much try it out if you took the time to make some paper pieces.
Generally, the game has the element of chess where controlling movement by holding key territory is very important. On a tactical level, setting up attacks on important cells and figuring probability of success in a strike can pay off well. One of my early gripes is the randomness of the initiative roll (who goes first in a turn). Initiative is rolled d6 vs d6, and ties go to the player with the most turns won so far. With this mechanic, there can be a momentum to hitting hard and fast, and winning multiple initiatives can gain you plenty of victories; even though you don't get the advantage of seeing where your opponent is moving, you can crush a buildup of troops and gain key cells (and victory points for kills) without much fear of retaliation.
The pacing of the game seems pretty quick, though you could take plenty of time planning your moves if you were pedantic enough. We got our first couple games done in an hour and a half, including time to rebuild our warbands.
Building warbands isn't too difficult, and there is no uber-unit syndrome since the strength of the units you can recruit each turn is random + various bonuses that accrue as the game progresses. So it is vital to build a warband that has a variety of costs. The "blades" mechanic is alot of fun; each of the special dice has a blade face, which is a point you can assign to the varied abilities in an attacking group of creatures. There's a huge amount of abilities that you can utilize, and some of them don't involve the creatures in direct combat.
The feel of the game is quite different from a traditional minis game, and movement and combat is much more fluid. I like not having to use a measuring stick or having to count squares in a grid.
And oh yeah, the minis are pretty sweet looking. (http://www.wizards.com/default.asp?x=dbm/gallery)
At least I can use them in some planar D&D adventures if I ever get ambitious enough to DM again.
Here's an AAR that I posted in the starcitygames.com GD forum to get a feel of what the game is like:
I decided to go ahead and try it out; I haven't bought a new game for months. Even though I barely had enough for a warband for each of us, it was pretty easy to set up synergies and a general strategy for each, since the warbands are always 16 minis. My friend took Valor and Passion, and I took Fear and Madness, favoring a low curve. I kept trying to swarm his larger characters, but he kept winning initiative and disrupting them to the fringes of the board. Since I kept rolling 1's, we never got that many spawns and he won turn after turn.
Next game, I focused harder on the swarm strategy and went for the middle cell. After getting beat back with some amazing rolls allowing him to use the powerful Advance ability of the Hawk-eyed Instigator, I was down 5 to 0 and a powerful wall was on my front scoring cells. Then I won a couple initiatives in a row, and got a couple lucky crits to kill off his more powerful creatures. The disrupted creatures eventually made it back into the fray, and attrition started to make a difference - the Madness aspect has alot of creatures with low defense (meaning they get disrupted easily) but high life (making them hard to kill). Eventually he had no more creatures to spawn, and my win was inevitable. It seemed incredibly lucky that he didn't get just...one...more...turn. There's apparently a huge difference in the strategies you can bring to the table, but randomness is definitely a factor. The amount of options you have each turn means there is a decent amount of skill required, though. You definitely have to plan ahead, make decisions based on probability, and pay attention to cells that control movement, as "engaged" creatures (sharing a cell with an enemy) can't move w/o a special ability.