David Millette
United States Henderson Nevada
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Well, I've received my first batch of games. The rest are still due to arrive shortly.
I've also ordered the Lulu book of combined rules since some of my expansions are in French.
Having played Memoir 44, the base rules were a little easier to digest. I will need to reread some of the sections (lore, war council, etc.) But, I do have some questions about rules changes.
Having never played one game new or old, what should I be on the lookout for in terms of rule changes, errata, ect.?
Looking back through the thread, I found these two issues for sure.
1.Battle Savy was introduced to allow "all" units that held their ground to battleback. I think I may be okay with that considering I've never played the other way.
2.Creatures are no longer allowed to store lore and power up. Some have made an exception for the Spider in the base set since it would no longer have one of it's main attacks. I might consider doing the same. Would this creature be too powerful if I allow him to be grandfathered in? I'm assuming not, since he was like that in the original game already.
Are there any others that I'm missing? I want to make sure I get off on the right foot. Thanks
Also, I noticed some player made scenarios on various website. The background is all similar on these with a nice backdrop like the original. Did Days of Wonder have a scenario creator like they do for Memoir 44 online? Is there a template like that still available, or is there some other way that is used to create scenarios now.
I know, I know... It's a crazy question considering I haven't played one game yet... lol I just know I will eventually like to create a few.
Thanks in advance.
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David Reed
Canada Ancaster Ontario
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I would not worry too much about the creatures and war council for the first few games.
If you do the scenarios in order, you do not use war council/lore until number 5 if I remember correctly. The game lets you learn the more advanced aspects step by step.
I think there was an online scenario creator at one time, but do not think is exists anymore. You are left to use the call to arms expansion which was designed for that purpose.
The other tricky part is that they introduced modifications and changes as part of the expansions. Therefore, I would recommend opening the expansions in the order that they were released. That way you can follow what is replaced. Some include new cards, troll bridge, stickers for flags that were changed etc... Patience may be your friend when trying to get all of this figured out since there will be a lot of stuff for your first time.
I am not 100% sure of the order, but my guess would be. Troll and Country, Epic, Call to Arms, Dwarven Battalion, Scottish Wars, Goblin Skirmishers, Goblin Marauders, 100 Year War, Heros, Dragons, Creatures, Horric Horde, Bearded Brave and Code of Chivalry. (hopefully someone can correct this).
Hope you enjoy the game!
David.
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Michael Sweazey
United States Atlanta Georgia
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I would agree with David. Even though you are familiar with the overall premise of the system, work through the scenarios in the base game in order. That way, you are sure not to realize six months from now that you were playing something wrong because of any preconceived notions from other games.
I need to get back into Battlelore...it was one of my favorite games, but I have to admit that when I started to reconcile the rule changes, etc for some reason I got disenchanted. I recognize that these changes were probably for the better, but for some reason it made it harder to get it to the table. Strange.
That said, it is a fantastic game! Enjoy it!
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David Reed
Canada Ancaster Ontario
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Just a quick thought,
You mentioned that you needed to buy the rule summary guide since some of your games are in French.
Outside of learning French, you can also download the rules and bunch of other helpful stuff from the Fantasy Flight web site just in case you did not know.
http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm...
-D
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David Millette
United States Henderson Nevada
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Thanks guys. I think that's sound advice. I kind of wanted to jump right in, but I can see that I might be better off taking it slow. I think I will play with the Battle Savy right off the bat. I am going to be teaching my 11 year old, so I don't want to be changing things around too much if possible. I look forward to giving this a game a whirl.
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Todd Rewoldt
United States Loveland Colorado
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STYLES_DNR wrote:
I am not 100% sure of the order, but my guess would be. Troll and Country, Epic, Call to Arms, Dwarven Battalion, Scottish Wars, Goblin Skirmishers, Goblin Marauders, 100 Year War, Heros, Dragons, Creatures, Horric Horde, Bearded Brave and Code of Chivalry. (hopefully someone can correct this).
David, here's the order of release (and a rough timeline - I'll update that, unless someone else goes through the trouble )
Days of Wonder: Core Game (Fall 2006) Call to Arms (Spring 2007) Epic (Spring 2007) Dwarven Battalion (Summer 2007) Goblin Skirmishers (Summer 2007) Goblin Marauders (Summer 2007) Hundred Years' War (Fall 2007) Scottish Wars (Winter 2007/2008) Troll & Country (Summer 2008)
Fantasy Flight Games: Heroes (Summer 2009) Dragons (Winter 2010) Creatures (Winter 2010) Horrific Horde (Summer 2010) Bearded Brave (Winter 2010/11) Code of Chivalry (Winter 2011) [Repurposed DoW expansions released for sale Spring of 2011]
A ton of stuff, more than enough to keep one occupied for ... well, I can vouch for over five years and still going strong. Yet, I am tinged with disappointment due to the vivid suggestions Days of Wonder provided at the time of the game's release: multiple army races/factions and campaign rules chief among what has not been added to the game (yet?)
Without getting too deep into the change that Battle Savvy brought to the game, I'll leave it at this is the way FFG, and, presumably, Richard Borg want the game to be played. I prefer the way the action plays out on the board under the rules originally released with the game, but it isn't all that big of a difference all in all.
As to the rule changes with the Creatures, the creature most impacted is the Giant (green) Spider (not being able to store up a web greatly diminishes the Spiders impact on the board), and to a lesser degree the Hill Giant and Earth Elemental (no longer being able to place the lore into one's goblet mostly, but also doing away with the control of pushing units away). All of the other creatures were introduced with the revised Creature rules and are restricted in their lore abilities such that they comply with the new rules even when played under the old. I would recommend allowing the Giant Spider to be able to store lore, otherwise there is very little incentive to choose it over the Blue Widow - the revised spider introduced in the Creatures expansion.
As the others have said, wonderful game, enjoy!
EDIT: also, meant to address the scenario editor: yes, Days of Wonder did have an online scenario editor, and after they took that down, a couple of players generated their own. I don't have the links to those, but I'm sure you can find them by searching the threads on these forums. Also, utilizing the BattleLore Vassal module as a scenario editor is certainly another good use of it, though I much prefer playing the game
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David Millette
United States Henderson Nevada
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Thanks for the update Todd. I will print that out and try to experience them in order.
I've read your threads in regards to Battle Savvy and respect your opinion. Having never played either way I am somewhat caught in a pickle on that one, as I want to be consistent when teaching my child how to play. I am not opposed to using house rules if they work better, so we'll have to see. I plan on doing that with the spider for sure as I can't stand the idea of having a piece rendered useless by a rule change.
Thanks again.
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