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Scar006
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Beitrag von Scar006 »

But can you still equip your units with wapons and additional stuff?
like in the first edition?

Are there really so many errors in it?
are the errors to correct by yourself (some words spelled wrong or something like this) or are they uncorrecteble without knowlege? (Like wrong numbers in the profile of the miniature)

Are the rules more complicated than before? and are they still intuitiv?
or is it like Warhammer? :motz:
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Marc_us
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Beitrag von Marc_us »

Scar006 hat geschrieben:But can you still equip your units with wapons and additional stuff?
like in the first edition?
Yes. There is set of Load Outs for grunts, elites and officers/Leaders. It's all made in way to avoid creation of overpowered units.
Examples: Extra Ablative Armour, Filter Mask, Squad Comm Link, Night Vision Gear, Command Helmet. You may give as many as you want but only one of each type.

There are also possible consultants from brotherhood and tribes (individual models or full squads). There are even some tribe factions, traitors that support Dark Legion (Sons of the Rasputin "Bolsheviks", and Templar "Partisans")
Scar006 hat geschrieben:Are there really so many errors in it?
are the errors to correct by yourself (some words spelled wrong or something like this) or are they uncorrecteble without knowlege? (Like wrong numbers in the profile of the miniature)
I would say "uncorrecteble without knowlege". Good example are officers in Imperial. Some of them "lost" Force Commander ability. It wouldnt be a problem because they have under name written type of unit (e.g. Force Commander) but they also dont have this ability calculated into cost.

Doomtropers dont have cost at all :/

There are missing few special rules under unit stats (like "unafected by morale" in Iron Mastiffs).

Also some rules are missing (e.g. how many specialist per squad members).

To check this you need to have FAQ. Most of problem have been already corrected, but its still little disadvantage.
Scar006 hat geschrieben:Are the rules more complicated than before? and are they still intuitiv?
or is it like Warhammer? :motz:
If you understand 2nd edition rules - you will have no problem with UWZ they are similar (I cant compare it to 1ed because i dont remember it :) )
Excelsior repeats all the time that if you have any doubt about some situation in game or rules - use common sense - so it got to be intuitive.

Oh... almost forgot - no more counting like a-b+10 = dice result you need. Its like in 1ed. again.
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Scar006
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Beitrag von Scar006 »

Thanks for the fast an quick answers...
I have another one :icon_biggrin:

Do you know if they will make a cool looking FAQ? you know a pdf format and in the same style as the rulebook?
or will they make an "living rulebook" like in blood bowl? I think if they made so many mistakes they ought to do something...
I mean we all have paid a lot for the book and I want it without too many foults... or at least with a printable version with the new army list or something...

I just hate patchwork...

Is there also a campaign version includet with gaining expiriencepoints?

And are there a lot of combination possiblitys?
I mean in the warhammer universe... its nearly clear what you will face if you know which race you will play against.... Is it diffrent in UWZ can you have specalisied units which support each other?
So if you face the Capitol army a second time It could be that there are a compledly diffrent army ?

Hope I don't get on your nerves with all my questions... :kotz:
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Marc_us
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Beitrag von Marc_us »

Scar006 hat geschrieben:Do you know if they will make a cool looking FAQ? you know a pdf format and in the same style as the rulebook?
or will they make an "living rulebook" like in blood bowl? I think if they made so many mistakes they ought to do something...
I mean we all have paid a lot for the book and I want it without too many foults... or at least with a printable version with the new army list or something...
No idea. Right now they are making one big "FAQ" topic so maybe in future some pdf will be possible. I wouldnt count on anything else - they dont have time for things like that. Right now they propably work to avoid such problems in supplements (i hope).
Scar006 hat geschrieben:Is there also a campaign version includet with gaining expiriencepoints?
Nope. But there is information in book that there will be campaign rules in next expansion (McCraig Line). Also some kind of 'Necromunda' will be avaible in some futher supplement (info from polish distributor). There are few scenarios in book (7 + one special scenario).
Scar006 hat geschrieben:And are there a lot of combination possiblitys?
A lot? No. Tons of combinations!
In Imperial You can have whole stealth army, almost invisible untill they reach charge distance. You can upgrade this with para-deploy, infiltration, or make simple bonus: Wolfbanes (stealth CC unit) and Trenchers (can fire to enemy in CC with friendly unit without fear they hit own unit). Hurricane can be support for some firepower army or to CC Wolfbanes (have smoke grenades launcher). Every Clan unit has few specialists - almost every Leader have Under Barell grenade Launcher with smoke ammo.
Other idea is to support shooting army (Trenchers, Blood Berets, Golden Panthers, Golde Lions etc.) with fast moving CC units - just load into Vermin APC squad of Wolfbanes!
Or maybe defensive army? ISC Gendarmery, Iron Mastiffs (to spot stealth models), Trenchers with GL, Stormtrencher Mortar, some heavy support (Barracuda with anti-personel rockets?) and we can hold position for quite long.
Or maybe concentrate on off-board artillery? Some Force Commander, Forward Observer and we can drop some explosives, chemicals or radiation on enemy.

The are really tons of combinations.

And dont forget about 'fluff'. Its everywhere! Description of Imperial artillery is so cool that i could field them just for fluff.

Scar006 hat geschrieben:Hope I don't get on your nerves with all my questions... :kotz:
Not yet ;) But I'm too tired - better I go sleep right now or I will wake up morning on keybord ;)
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tHe_MaN
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Re: Greetings from Ganymede... ehem... Poland.

Beitrag von tHe_MaN »

Marc_us hat geschrieben:I was a bit confused when i saw Hurricane Walker and Wolfhead Dragoon armour - Hurricane have only one point greather armour! They both coud be damaged by pistol. :? In second edition everyone was buying rocket launchers to destroy Hurricane Walker - right now HMG or even assault riffle is enough to eliminate this machine. (Personaly - i dont think RL will be popular in UWZ. HMG seems to be bether.)
Two things :

1) The Hurricane Walker has Impenetrability, which means it cannot be hit by any not-AV weapon (a HMG for example ;o).

2) RL can be loaded with anti-personnal weapons - and that simply great, with a small explosion template ;o)

So I have to disagree with you ;o)
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Ruther
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Beitrag von Ruther »

Erst mal Willkommen im Forum (an die neuen) :icon_biggrin:

Nice to meet one from the very active wz Community in Poland.

@ tHe_MaN
Impentrabillity means that weapons with an AV rating can reduce the armor of the vehicle with that special ability by the number of the rating.
It also means that your are effective immunel against all natural attacks >12. A HMG would still make his dam on that vehicle but as it has no AV rating the armor dont get reduced.
Vehicles thoughness is a combination of strong armor + a lot of wounds.
As far as i have tested it the orkas work very well now and arent that chedar they were in 2nd (when i always felt bad if i used one :engel: ).
Ich ertrage, dass ich verarscht werde, aber das Niveau auf dem das geschieht ist beleidigend!


Meine Armeen: :ers: :lak: :sdk: :sch: :styg: :sum: :imperial: :darklegion: :darkeden: :capitol: :bauhaus:
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Marc_us
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Re: Greetings from Ganymede... ehem... Poland.

Beitrag von Marc_us »

tHe_MaN hat geschrieben:1) The Hurricane Walker has Impenetrability, which means it cannot be hit by any not-AV weapon (a HMG for example ;o).
As Ruther said - Impenetrability has nothing in common with Weapons Immunity ;)
Only advantage of having it, is that some weak CC units make no damage to you (but Wolfbairn Chieftain and Wolfbane Individuals would slice you into little pieces ;) )
Additionaly it has big disadvantage - all weapons with AV rating reduce your armour. When you shoot to Wolfhead Dragoon with Nazgaroth HMG - he has to defend from DAM 11(x2) (so he defends on a 12 or less on dice)
When you shoot with this weapon to model with Impenetrabilty he defends from DAM 15(x2) (Hurricane need to roll 9 or less).

IIRC Victor and Vulcan Battlesuits don't have this ability - so IMO they have better armour.
tHe_MaN hat geschrieben:2) RL can be loaded with anti-personnal weapons - and that simply great, with a small explosion template ;o)
Yes - but they cost a lot, they are not well-aimed, and there is no deviation (only reduction of damage when you miss). Cant say they are useless (I'm planning to play with 2 Barracudas with AP ammo next battle) but its not "Wunderwaffe" ;) ... and they are weaker than HMG - less damage - but they are more efective on Long Range - HMG is for shorter ranges.

I just want to say that thay are not AV units anymore. Like you said - AP rockets looks quite good - and this is only reason why someone should buy this type of units.

tHe_MaN ... you are on every forum i visit :) except Polish ;)
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Scar006
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Beitrag von Scar006 »

Hmmm a short question to the 3rd Edition...
Are there normaly 2 or 3 actions for a "normal" unit?
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Ruther
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Beitrag von Ruther »

There is only one Unit in the whole game with 2 actions all others have at least 3.
Ich ertrage, dass ich verarscht werde, aber das Niveau auf dem das geschieht ist beleidigend!


Meine Armeen: :ers: :lak: :sdk: :sch: :styg: :sum: :imperial: :darklegion: :darkeden: :capitol: :bauhaus:
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Marc_us
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Beitrag von Marc_us »

Yeah... Players that have 20 models of Phoenix Samurai might be a bit angry ;)
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Beitrag von Gast »

[quote="Marc_us"][quote="Scar006"]But can you still equip your units with wapons and additional stuff?
like in the first edition?[/quote]
Yes. There is set of Load Outs for grunts, elites and officers/Leaders. It's all made in way to avoid creation of overpowered units.
Examples: Extra Ablative Armour, Filter Mask, Squad Comm Link, Night Vision Gear, Command Helmet. You may give as many as you want but only one of each type.

There are also possible consultants from brotherhood and tribes (individual models or full squads). There are even some tribe factions, traitors that support Dark Legion (Sons of the Rasputin "Bolsheviks", and Templar "Partisans")

[quote="Scar006"]Are there really so many errors in it?
are the errors to correct by yourself (some words spelled wrong or something like this) or are they uncorrecteble without knowlege? (Like wrong numbers in the profile of the miniature)[/quote]
I would say "uncorrecteble without knowlege". Good example are officers in Imperial. Some of them "lost" Force Commander ability. It wouldnt be a problem because they have under name written type of unit (e.g. Force Commander) but they also dont have this ability calculated into cost.

Doomtropers dont have cost at all :/

There are missing few special rules under unit stats (like "unafected by morale" in Iron Mastiffs).

Also some rules are missing (e.g. how many specialist per squad members).

To check this you need to have FAQ. Most of problem have been already corrected, but its still little disadvantage.

[quote="Scar006"]Are the rules more complicated than before? and are they still intuitiv?
or is it like Warhammer? :motz:[/quote]
If you understand 2nd edition rules - you will have no problem with UWZ they are similar (I cant compare it to 1ed because i dont remember it :) )
Excelsior repeats all the time that if you have any doubt about some situation in game or rules - use common sense - so it got to be intuitive.

Oh... almost forgot - no more counting like a-b+10 = dice result you need. Its like in 1ed. again.[/quote]
Aldrien
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Beitrag von Aldrien »

I think rocket launchers are great, esp. because dam reduction.

even with dam 7 or 8 you have a good chance of killing a lot of grunts..

(one question: is every model, even only scrached, hit??)

deviation is very risky.. a hit or nothing at all..


I also like the grenadirs! I soon will have one from arcoconsulting, hopefully!

hmg is relatively bad, I think.. all other experts are better, like sniper, grenadir, RL.. esp. if the character has a nice weapon (AM=HMG, blitzer=FL)

why are medics so bad?? medic 4-5?? to make them really an alternative to a good weapon, they need 8-10 ! (imho)

the puny sea lion medic has 3!!
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