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Let's Talk About Horus Heresy: Burning of Prospero
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- hotseatgames
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- Michael Barnes
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It's not the same as Calth. It's actually quite a bit simpler and quicker. There are a couple of significant differences, including an Enumeration phase where the Thousand Sons player gets to try to cast spells. This is TOTALLY a 1980s style GW mechanic. You pick one of the spell cards you have and then you draw a Warp card. These have a number on them, an effect, or a choice to make. Then the Space Wolves player draws a Will card to resist it. If, after three cards (and whatever bonus cards are drawn) the Warp total is higher, the spell goes off. But there are also cards that do things like immediately end the Enumeration phase (normally the Thousand Sons get three spells to try) or make the spell succeed without cardplay. Some folks will not like this since you are drawing cards for a resolution. I love it. It's cool and dramatic, and the choices it puts on you can be pretty tough.
Moving is what you'd expect but there are some cool abilities like how Giogor Fell-Hand can move extra to get into close combat. Shooting and attacking is sort of like Calth where you total up everything in the squad and roll it. But the difference- and a big difference it is- is that your basic Boltgun rolls a D6 and rerolls 1s with Support FIre. But move up to other weapons and you get to use different dice- something no Warhammer game has ever had. So if you have a Heavy Bolter in the mix for example, one of those dice upgrades to a D10...and criticals (double damage) are rolled on a 6+, so the shift in weapon power is pretty evident. In the armor save, the targeted group rolls a D6 standard for each die rolled in the attack with a similar die upgrade for more heavily armored models. Beat the hit rolls to save, any not saved make wounds and most units are KOd on two wounds. Wounds carry on to the end of round consolidation phase. Combat is also like 40k/AoS where you do one, then the other player does one until everything goes.
It's really quick playing and brutal. In the first "real" game (meaning not a screw-up "oops, I didn't realize the Space Wolves all had that ability" game), there was a horrible bloodbath on one side of the map where my Space Wolves Squad (with a Flamer-toting Sister of Silence) just got completely wiped out by a Tartaros Terminator and a heavy bolter. A second squad followed up but wound up getting blocked on that corridor by a wall of flame while my friend used this rejuvenation spell to keep his dead guys coming back. On the other side, the Space Wolves' prowess in close combat really showed, Giogor and his gang just tore through the group down there and wound up getting to the exit while the other guy struggled to get some people down there to block. It took about 25 minutes.
Quality, does it even bear mentioning. I do like these models (MkIII pre-Heresy armor) better than the Calth ones. If you don't mind proxying...you could probably get away with using Calth figures.
In all, it looks like another home run.
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- hotseatgames
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I watched a video of Prospero and it seems like it is slightly more fiddly since you have to keep track individually which models have acted, as opposed to Calth's entire unit activation.
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- Michael Barnes
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Too early to tell what the "preferred" one will be. My buddy liked it better than Calth because it was more direct and easy to get stuck right in with. But I sort of missed the higher level of detail/unit compositions/Dreadnaught from Calth. But this has magic and werewolves.
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But I am wondering what is the process behind all these new WH40K boardgames. There´s Overkill, Calth, Prospero, Metal Gear 40K, Vedros and they're all unrelated from the mechanics' point of view. Are these games born from scraps of the next 40K ruleset editing? Or there´s no connection besides theme whatsoever? Also adding to the sense of mystery is, who are the people behind these designs? With FFG, you have all these blogs and previews, we pretty much know every heavyweight designer and what to expect. These GW guys are seemingly working in a very different way.
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- Michael Barnes
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I do wish GW would credit their designers, but I think it is likely just an internal team doing this stuff.
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Michael Barnes wrote: I do wish GW would credit their designers, but I think it is likely just an internal team doing this stuff.
I do to, as they have some top people working on this stuff. If you pay attention to WD articles and such you can suss out who's working on what.
I understand frothing 'fans' is what stopped them from doing it. I guess morons were running down creators personally or opting not to buy product if certain people's names are on it.
I dunno. Idiots suck.
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- barrowdown
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Mr. White wrote:
Michael Barnes wrote: I do wish GW would credit their designers, but I think it is likely just an internal team doing this stuff.
I do to, as they have some top people working on this stuff. If you pay attention to WD articles and such you can suss out who's working on what.
I understand frothing 'fans' is what stopped them from doing it. I guess morons were running down creators personally or opting not to buy product if certain people's names are on it.
I dunno. Idiots suck.
I think it was initially done with regards to Matt Ward's Codexes, which tended to feature lots of Mary Sues, high levels of power creep, and some outright misogyny that even GW's stalwart customers thought was over the line (5th Edition Grey Knights). I'm sure other creators received lots of criticism as well, but I think Ward was the main focus.
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- Michael Barnes
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Almost done painting the Space Wolves tactical legion...I followed Duncan Rhodes on it, but I _really_ don't like the shading step he had, putting Agrax on top of Mechanicus/Administratum. It just looks dirty. I guess that's fine if you want that look, but I like SMs to look cleaner. The color scheme is awesome though, although I seem to have bought all these Space Wolves colors for naught.
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- Michael Barnes
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