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Let’s Playtest Ravaged Star Again! - Balancing Detachments 

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We jump back in and play another game of Ravaged Star. This time we’re testing out balancing detachments from the starter boxes. We'd love your feedback, so make sure you join our Discord server to get the rules and give your input.
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5 фев 2024

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Комментарии : 61   
@jabber_likes_games
@jabber_likes_games 4 месяца назад
I personally love the idea of everything being determined by the unit leader (movement, shooting). It looks so much easier to pick up and play.
@robotsaysyes8804
@robotsaysyes8804 4 месяца назад
Dave’s looking good. He’s still hitting that gym
@RoderickPommier
@RoderickPommier 2 месяца назад
These are excellent videos. What a massive undertaking, I can't imagine the amount of work involved in bringing something like this to market. Seeing you make rules decisions on the fly is great and shows how much thought has to go into bringing a ruleset to life. Good job.
@dissidiafan8402
@dissidiafan8402 4 месяца назад
So incredibly excited to see these playtests. Have to admit, I've kind of been skipping the 40k content these days and waiting for Ravaged Star. Having a faster, more punchy miniature war game has me so hyped. I'll keep posting my thoughts in the discord!
@johnsierra5754
@johnsierra5754 4 месяца назад
Hi Dave and Matt, I'm glad to see you two face off again.
@Zzyxxfrozenblade
@Zzyxxfrozenblade 4 месяца назад
I'm really looking forward to this. I really want to add this game to my pile of shame now. Unfortunately, my shame will have to wait.
@Xelaronnoc
@Xelaronnoc 4 месяца назад
Whoo more RS! sick! I’ve already painted a whole 1 mini … might have to pick up the pace if I want to play before I’m 30 😂
@arbhall7572
@arbhall7572 4 месяца назад
I really wasnt on board with the token thing. But after watching 2 batreps. Im in. I really like them now. I love the d10s. I cant wait to see what kinda "endless waves" of aliens rules you guys come up with! I cant wait to try this system out!
@imperiumvoxnetwork
@imperiumvoxnetwork 4 месяца назад
I pledged and really looking forward to play the game but.... i feel like there is to many wording stuff.... units seem to have to many lil own thing. The boost token is not really relevant and i dont really love the fact that as soon as a leader in a unit see an enemy unit (even if the leader's unit is half hidden) all models can fire. I prefer real line of sight than be able to fire thrue terrain. I feel like you lost the track of an easy play game out of a box. Even the short/medium/long range rule, i would prefer that if your range is 24'', well if you are out of range you are. Im sorry if i sound negative, it is not my intention but you asked for our ''two cents'' ;) Keep up the good works!
@AT-bq7vl
@AT-bq7vl 4 месяца назад
Have to say, I agree. There are a lot of choices made that feel like they have been made 'just to be different' The short, medium, long for example is lifted from games like Man O War, but it made sense there due to the scale. I also agree that the 'wound counter' method of the rest of the squad feels like it's made to be abused by shenanigans. That being said, I appreciate the openness of the development and I think there is a great core game underneath the feelings of rules bloat starting to happen
@benharrison8855
@benharrison8855 4 месяца назад
Quick edit before the post; I'm not saying you're wrong in any way, shape or form, your opinions are totally valid. I very much disagree, so in the interest of ensuring the best feedback possible for the guys, the following are my views on the points raised: The LOS feels simpler and easier to avoid arguments, while still incorporating cover. The boost token seems like something fun rather than having units always operate the same. I like how many rules the units and weapons have, as it makes the options feel unique from each other. I like the differing ranges, it's how aiming with ranged weapons works, the further away, the harder to hit and special rules can avoid this such as the sniper round used in this demonstration. I also think the varying stat modifiers (not die modifiers!) will work really well with the d10 system. Have a great day everyone.
@kunochijenkins5530
@kunochijenkins5530 4 месяца назад
Damn, this looks like a lot of fun! And i really like the D10 system
@TylerProvick
@TylerProvick 4 месяца назад
Lots of games use "negative" to refer to the target number (TN), so I wouldn't worry too much about using the term. As long as it's clearly defined. For example - Infinity always modifies TN and never* the die rolls. Also, you know if you have a skill that says "BS Attack (-3)" you know that negative mods are always applied to opponents, and "BS Attack (+3)" you know that positive mods are always applied to your models. They have a weird situation where they want to reduce a stat for a unit, in which case they just list the new stat "Dodge (PH=13)" since they can't make it a negative without breaking their pattern.
@brandon8667
@brandon8667 5 дней назад
Can’t wait to play this with my son. He’s not quite old enough but he will be soon! Also. I’m not a dwarf guy but your dwarves seem super cool.
@ZephyrofGale
@ZephyrofGale Месяц назад
Looking foward to playing. Really enjoying playtesting the buggy dudes. The Razorworm is my favorite unit so far both in looks and the way it plays.
@eastoforion
@eastoforion 4 месяца назад
This seems really fun! Great work guys, can't wait to get my second batch of bikes and jetpacks!
@adammonroe5328
@adammonroe5328 4 месяца назад
Thank you for this. Very entertaining. Love watching Matt and Dave go head to head.
@Heret1c13
@Heret1c13 4 месяца назад
Hearing about bulldoze makes me want an Immari tank like the old Lego driller or Doretta from DRG , repurposed for chewing through gorkdogs and grudge mites like chaff. Rock and Stone!
@Grimbago
@Grimbago 4 месяца назад
What really confuses me in naming is that the biggest and the most dangerous units are called "support", this is super counter-intuitive. In my opinion, it would be much easier to understand, especially for new players, if this unit type was called something like "centerpieces", "core", "hazard". Given that there won't be a very huge battles in RS, it is infantry that most likely support big things in most cases, not the other way around. And thanks for the great batrep!
@daemonnexusknight
@daemonnexusknight 4 месяца назад
Good to see you guys playing again! :)
@Navi-is-God
@Navi-is-God 4 месяца назад
Love seeing the play testing, rules seem good so far. A way to even out the boost turns is just making it so the same player can't go more than twice in a row. If they do get both turns the opponent gets to choose a unit to go (similar to boosting just with none of the extra effects)
@s0t5iranger69
@s0t5iranger69 3 месяца назад
#support love to see more Ravaged Star! Hopefully it doesn't go up in smoke like some projects.
@benn1181
@benn1181 4 месяца назад
It's fun to watch this game develop
@s0t5iranger69
@s0t5iranger69 3 месяца назад
Yes, I agree.
@greyshinobi1
@greyshinobi1 4 месяца назад
yayy more ravaged star...and feel you Matt on the sickness, spent all of January down with the flu
@iiFUR10US
@iiFUR10US 4 месяца назад
Any chance of a 3 player starter pack? i play in a group of 3 and would love to pick it up for my group to play.
@Mungotastic
@Mungotastic 4 месяца назад
You could get a 2 player set of gorkog and immari, and one of the closer warpacks of veiltouched for a pretty close 3 player experience
@christiancartmale1150
@christiancartmale1150 3 месяца назад
This has me looking forward to my siege of ankarr 2 player box.
@Nardio
@Nardio 4 месяца назад
As long as my two starter boxes are each balanced internally and come with plenty of replay with included scenarios I'll be happy. Also yea, super simple rules.
@mango8758
@mango8758 4 месяца назад
Small recommendation, if you include dice in the box; have them numbered 1 to 10 instead of 0 to 9. This helps reaffirm that 1 is the worst and 10 is the best. It seems like a small/ insignificant thing, but when I was teaching people dnd d10s confused them (people told me they did 0 damage when they did 10)
@Mr.Glitch
@Mr.Glitch 4 месяца назад
Canne wait for my backers stuff to arrive! I may have beaten my current "pile of potential" by 2025. 😅
@leesweeney8879
@leesweeney8879 4 месяца назад
I liked the half unit, Shaken test. Dislike all troops are robots. I like the with a Boost, the foe gets a minor Faction Power. If it must change. Dave was putting dead unit tokes back in the bag, so it is just learning to me. Dave over rolled, and Matt should have displaced to the OBJ on his Right not Center. So many variables in a tabletop game.
@DustinWebb82
@DustinWebb82 4 месяца назад
I love seeing more Ravaged Star. I can't wait to get my hands on those bikes!
@andrewmacdonald1749
@andrewmacdonald1749 4 месяца назад
Looking like a solid game. One question regarding win state. If one side is tabled does A) The game end there and the objective points counted, or b) does the game continue for the remaining turns so the side that has units remaining can use the remaining turns to grab points? In option A it would be possible for the side the destroyed all opponents to lose by not securing any points before removing opponent. But it does encourage an objective game. Option B allows a side to go all in to take out his opponent and know that as long as they have enough turns left they can grab the objective points after removing opponent. This can encourage an more aggressive approach.
@leesweeney8879
@leesweeney8879 4 месяца назад
I think it should end if one side has no forces. I like objectives that matter. If you play only to destroy, you should lose. Making objectives more narrative helps. In this game, the objectives are Ancient Control Units that bring up powerful shields where a larger battle is fought right now. Who surives at the Control Area matters less than getting shields for the Main Battle. That sort of thing.
@andrewmacdonald1749
@andrewmacdonald1749 4 месяца назад
@@leesweeney8879 I can see that. Very much like most of the Infinity missions. If you build a force that is only good a taking out the other side you will lose a objective based mission. Is a very good way to encourage player to actually go after the objectives.
@joshuanolet8679
@joshuanolet8679 4 месяца назад
This seems really cool, however it feels complicated to calculate the shooting numbers. I would error on the side of simple and try to not have to stack lots of different negatives or positives.
@floweringnight-lord3008
@floweringnight-lord3008 4 месяца назад
Will any of the backers from the first Kickstarter (Veil-Touched) get the rules for them for free?
@adammoore251
@adammoore251 4 месяца назад
Activation Mechanic: Draw from a deck of cards, highest goes first.
@scrapheap6031
@scrapheap6031 4 месяца назад
My concern with detachments is that it could make the game cost prohibitive since a lot of players start by buying a character or a troop unit when they start a wargame. That means either you buy the wrong models and have to spend more or the only options are to buy massive boxes instead of individual units. I also enjoy the flexiblity of points
@Phoenixdown37
@Phoenixdown37 4 месяца назад
Maybe instead of making a test for Shaken at half strength, just make it automatic and have boosts give the unit an added effect to ignore shaken? Also, you could have a simple warlord trait of sorts, instead of a unique ability or special rule the player picks a unit type. This type can be activated in place of drawing a token if the player didnt activate prior. Give some form of reliability in what they draw.
@CsquidyC
@CsquidyC 4 месяца назад
This games looks like fun! I've got some thoughts in regard to the token bag. Firstly, I feel like it would make for a more fair and balanced experience to have players alternate between pulling tokens. This ways one player doesn't just get to activate 5 units before the other even gets to activate one. The other concern I have is with the tokens themselves. They appear to be textured which could enable cheaters to feel out which units they want to activate.
@michaeldeboer5662
@michaeldeboer5662 4 месяца назад
Wow that’s a cool new predator and those dreadnoughts are neat. So nice to see original models that look nothing like 40k 😂😂.
@jamesspratley8163
@jamesspratley8163 4 месяца назад
It would be cool if the depleted rule for infantry could be modified slightly so that a unit can be depleted at below half strength but if there was ever a single model remaining they would get some kind of 'sole survivor / critical health' buff for really cinematic last stand moments.
@stephencowie696
@stephencowie696 4 месяца назад
I know which models and combos that i should take to competitive games for all the systems i play.... but i have to model my stuff and lists based on themes and the most beautiful... so i always end up bringing odd pretty lists that have obvious flaws... and im ok with it - rule of cool of gtfo
@justininexile3445
@justininexile3445 4 месяца назад
One thing - doesn't bag initiative favor the player who got lucky in the first rounds to remove enemy units? If you remove the eliminated unit's token from bag then the player with more tokens have a greater chance to be first and then remove even more units etc. And taking objective points gives enemy more tokens. So basically metagame would be to just try to eliminate as many as you can and never go for objective.
@justininexile3445
@justininexile3445 4 месяца назад
Unless I missed that unit token in bag stay? But then again there could be instances where a player activates 3 or more units before the other player can activate one.. and that doesn't seem fun. Maybe there should be bag for each player and they would alternate their turns, you would still keep the randomness of activation and boost tokens, but eliminate the power kreep.
@leesweeney8879
@leesweeney8879 4 месяца назад
How is that different from any game? All scenarios balance Destroy vs VP. A good way around this is to build VP over the course of the game. Like RS does, if one side is going for VP and the other out right kills, the VP side has a chance to win, as long as you use Turn Limits and such. Take this game, had Matt displaced to the OBJ on the Right not Center, that unit would have been much safer, and was one of the few that could hurt the tank. Filming, Explaining, and Rules Tinkering limits making best play options.
@justininexile3445
@justininexile3445 4 месяца назад
@@leesweeney8879 in this instance I don't see balance in Destroy vs VP, but disregard my comments as I watched design video for Ravaged Star and the philosophy behind it was 'a casual game' and in that sense this initiative system works fine.
@guyincognito959
@guyincognito959 4 месяца назад
Dice can hardly be balanced. Better to focus on fun mechanics imo.
@stonehorn4641
@stonehorn4641 4 месяца назад
Game has problems, especially that activation system. That said, there is something there. I just don’t knit that it ever captures mindshare. Personally, I love granularity in my list building, and it’s what turned me off of 10th edition 40k, and AOS. Great core rules with awful army building and almost no flavour or fluff in the rules. I will definitely buy minis to support you guys, I just don’t think they ever see play outside of proxies for 40K. I would also better define units and lune of sight. I don’t like squads just counting for wound tokens. I want the position of every model to matter. But yeah, random activation out of a bag? Nope. Not doing it. You enjoy. I thought about play testing until you showed that mechanic. I absolutely despised watching the useless draws, one player getting multiple activations. I refuse. I still hate the double turn, and this is even worse.
@leesweeney8879
@leesweeney8879 4 месяца назад
OK. There are hundreds of games to choose from. Or write your own, I have never found a rule set I was 100% in agreement with. This is not the first game to do random activity and will not be the last. I think the twist it uses is an improvement. Hope you find the game for you, I really do.
@stonehorn4641
@stonehorn4641 4 месяца назад
@@leesweeney8879 i have plenty of games I love. This is awfully passive aggressive from people who literally asked for opinions on the rules. Do you want feedback or not? People don’t like not getting to take a turn, and watching others take multiple turns is a feel bad mechanic. Feels bad mechanics turn people off of games. If it was random activations with two separate bags, so you know on your turn you are getting your unit, and opponent isn’t going 2-3 times before you do, that would be interesting.
@Kenny833
@Kenny833 4 месяца назад
Dave doesn't seem to be enjoying this game.
@miniwargaming
@miniwargaming 4 месяца назад
Yeah I’m def not enjoying myself here 😉
@Kenny833
@Kenny833 4 месяца назад
@@miniwargaming Perhaps I just misinterpreted the constant look of concern on your face, lol
@leesweeney8879
@leesweeney8879 4 месяца назад
Dave was joyful, but holding back.
@thestoryteller1807
@thestoryteller1807 4 месяца назад
I feel like a rule called "armored" should maybe be changed to something called "resilient" or something to that effect. To me anyway, if a weapon has armor piercing, it doesn't really make much sense for "armored" to negate that. Make sense?
@Killologist
@Killologist 4 месяца назад
What?! Think of armor as different thickness and rounds have different penetration rates. Bullets made for body armor aren’t going to penetrate a tank… pretty common homie, have a good one
@leesweeney8879
@leesweeney8879 4 месяца назад
Also it matches the rules up, I have 3 AP, OK let me look this unit stops 2 of that so 1 AP.
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