Armoured Clash: Regelupdate
Warcradle Studios haben ihr Spiel Armoured Clash angepasst.
Kommandanten sind teils günstiger geworden.
We have also acknowledged the general consensus that Reinforced and Full-Strength Commander Variants were slightly on the expensive side and have scaled this back accordingly. Most Commander Variants will now cost around 65 / 90 / 120, allowing your officers to lead from the front rather than cowering in the rear.
Die großen Ungetüme wurden angepasst.
As the game has grown larger, so too has the ambition and expertise of our players. It has been great to see you all playing ever larger games, but in doing so, we have decided that it is time to give ALL our Behemoths a decrease in points! We have also standardised their VPR ranges, as we’d noticed that some Behemoths (looking at you, Laoshan and Wutai…) had really low VPRs relative to their impact on the game. As an example, we have reworked the Horsell Super-Heavy Extractor and Wells Super-Heavy Surveyor for the Enlightened, as we felt they were struggling a bit to make the most from their weapon loadouts. We just didn’t feel that the existing profile was doing those iconic models justice! Their profile has been tweaked so that they have less Defense, but a much higher Damage Limit, meaning that you’ll be able to Overcharge more often without destroying your precious kill-machines! Additionally, the Wells’ big Coruscating laser has been buffed slightly, making it less reliant on Overcharging to be a worthwhile attack.
Artillerieoptionen ohne indirektes Feuer wurden günstiger
We have noticed, generally, that direct fire artillery (meaning any artillery piece that does not have the Indirect weapon quality) has at times been outshone by its more parabolic brethren. They are difficult weapons to use, considering that they can barely move and therefore must be able to see targets from the start of the game, and are much less durable than tanks. The consensus was to leave them at home in favour of a similarly costed tank, or an Indirect equivalent.
With that in mind, we have reduced their Points Costs across the board. Now, you can make a powerful Artillery firebase for considerably fewer points than a similarly sized unit of tanks
Flugzeuge wurden überarbeitet
Firstly, they have received a similar points decrease to direct Artillery. This will encourage Generals to field them as multiples, with Reinforced and Full-Strength units receiving even greater discounts compared to other units.
Secondly, and this one was hotly requested, we have introduced a new Special Rule: Rapid Response. This allows them to be deployed on Attack Runs in both the first and last rounds of the game, where before they couldn’t. We’ve also ensured that this rule is generic enough to be applied to other units down the line…
Zwei Boons wurden überarbeitet
Two Boons have been altered.
Firstly, Forlorn Hope has been slightly reworked, rather than providing Vanguard 10”, which disproportionately buffed really slow units, making it an almost auto-include in lists that fielded them, it now provides a first-turn free move of Speed + 2”.
Tactical Brilliance, on the other hand, has undergone a complete transformation. The extra card in the first round of the game simply wasn’t proving impactful enough, especially when the real fighting tends to kick off after Round 2. From its ashes arises Headstrong Commander, allowing you to draw an extra card each round, and then immediately discard one. This gives you much more control of the cards in your hand, at the cost of running through your deck a little faster. In testing, this has been such a beneficial change, and made Headstrong Commander one of our favourite Boons in the office!
Zurückziehen wurde umgeschrieben
The rules for withdrawing after combat, particularly considering all of the unusual (and frankly, unforeseeable) battlefield circumstances that occur during a game of Armoured Clash, have proved troublesome for players (and we admit, even some players here at Warcradle) to figure out. Now, we have clarified the rules to emphasise that the losing Officer is moved 3″ directly away from the winning unit by 3”, with the rest of the unit then reforming around them following the usual coherency rules. Any model that can’t be set up according to these rules is immediately destroyed.
Multiple examples of the new wording in action will be added to the updated Designer’s Commentary.
As a result of these changes, Rear charges have become significantly more powerful, forcing a unit to move much further, depending on its size. Depending on the circumstances of the retreat and how well you have controlled the space on the battlefield, this can be really bad news for your opponent! This has certainly been the case in some of our office games; just ask Pete how he lost a Full Strength unit of Green Banner Guard Platoon after being crushingly outmanoeuvred by Chris’s Horse Guard Cavalry.
Es passen jetzt mehr Figuren in Gebäude
We have fully reworked Elevation and how to define it. Now, Elevation is tied to a new terrain type – Hills! They cover how we have all instinctively been playing over these types of Terrain, it’s just now reflected correctly in the rules.
Similarly, we’ve changed the way units and Defensible Buildings interact. We have removed the idea of a Building Capacity Limit, so any size of unit can now Garrison a building without having to lose models. This means that units with the Bulky special rule no longer have the penalty of counting double Building Capacity. We made these changes in part because buildings are self-evidently bigger than tanks. Also, given the level of abstraction at which a game of Armoured Clash is played, it didn’t seem appropriate to have that degree of granularity.
Alle Änderungen finden sich in den Changelogs der ORBAT
Quelle: Warcradle Blog






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