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<blockquote data-quote="(un)reason" data-source="post: 6022918" data-attributes="member: 27780"><p><strong><u>Dragon Issue 293: March 2002</u></strong></p><p></p><p></p><p>part 8/10</p><p></p><p></p><p>Chainmail: While the big factions in the Chainmail game stick to one or two big races, you can also choose to mix it up with the free states, with a combination of humans, demihumans and humanoids to taste. I suppose people would do it anyway, so you might as well make it canon within the setting. As with the rest of this, it looks like they've gone to a fair bit of effort to come up with setting details to justify their combinations of creatures, and there's a whole bunch of different little city states that make up this area, so they could well be fighting amongst one-another as well. Basically, it's for the same sort of people who like playing Catiff in Vampire: the Masquerade. You get more flexibility in terms of powers, but considerably less social support, as members of an outgroup don't necessarily have the support of other minority outgroups, yet alone anyone else. Course, in a wargame where everyone is balanced by point buy, and setting is merely a backdrop, that isn't really much of a disadvantage unless there's some rules details I don't know about. Once again it seems likely that this is going to go the way of Dragon Dice, diluting it's strong original ideas in the follow-ups, and players choosing mixed teams of maximum nastiness over staying in theme. It's the CCG way. That's the difference being taken over by a company that had it's big break in another field makes. </p><p></p><p></p><p>Command points: Our tactical minis advice this month is another one that encourages you to go against type. Dwarves aren't noted for their ranged attacks, and since they don't have high mobility, hit and run tactics aren't their forte. But apparently they do have one unit with a powerful one-shot ranged blast, and if you time it right it can make a real difference. So you need to make it count by spreading out so you can shoot without worrying about suffering the penalty for firing into melee, and focussing your fire on the nastiest members of the other team so you can take them down quickly, which then lets you gang up on the remaining enemies when you close into melee. Sounds like it might work. Once again it feels like they're showing the influences from also playing M:tG, creating lots of highly specific monster variants just for the Chainmail game that have unique strengths and weaknesses to exploit. So this is good if you like that kind of highly tactical play, and growing annoyingly inescapable if you don't, as the longer they run a column like this, the harder it'll be to find players who don't think like that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> What are ya gonna do? :shrugs:</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6022918, member: 27780"] [B][U]Dragon Issue 293: March 2002[/U][/B] part 8/10 Chainmail: While the big factions in the Chainmail game stick to one or two big races, you can also choose to mix it up with the free states, with a combination of humans, demihumans and humanoids to taste. I suppose people would do it anyway, so you might as well make it canon within the setting. As with the rest of this, it looks like they've gone to a fair bit of effort to come up with setting details to justify their combinations of creatures, and there's a whole bunch of different little city states that make up this area, so they could well be fighting amongst one-another as well. Basically, it's for the same sort of people who like playing Catiff in Vampire: the Masquerade. You get more flexibility in terms of powers, but considerably less social support, as members of an outgroup don't necessarily have the support of other minority outgroups, yet alone anyone else. Course, in a wargame where everyone is balanced by point buy, and setting is merely a backdrop, that isn't really much of a disadvantage unless there's some rules details I don't know about. Once again it seems likely that this is going to go the way of Dragon Dice, diluting it's strong original ideas in the follow-ups, and players choosing mixed teams of maximum nastiness over staying in theme. It's the CCG way. That's the difference being taken over by a company that had it's big break in another field makes. Command points: Our tactical minis advice this month is another one that encourages you to go against type. Dwarves aren't noted for their ranged attacks, and since they don't have high mobility, hit and run tactics aren't their forte. But apparently they do have one unit with a powerful one-shot ranged blast, and if you time it right it can make a real difference. So you need to make it count by spreading out so you can shoot without worrying about suffering the penalty for firing into melee, and focussing your fire on the nastiest members of the other team so you can take them down quickly, which then lets you gang up on the remaining enemies when you close into melee. Sounds like it might work. Once again it feels like they're showing the influences from also playing M:tG, creating lots of highly specific monster variants just for the Chainmail game that have unique strengths and weaknesses to exploit. So this is good if you like that kind of highly tactical play, and growing annoyingly inescapable if you don't, as the longer they run a column like this, the harder it'll be to find players who don't think like that. :p What are ya gonna do? :shrugs: [/QUOTE]
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