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Mk II Play Test Guidelines

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Mk II Play Test Guidelines Empty Mk II Play Test Guidelines

Post by galonso Tue Apr 07, 2009 9:12 am

From PP:

WARMACHINE Mk II – It’s Time
The WARMACHINE community has been buzzing with anticipation since the announcement of WARMACHINE Mk II and the public field test. The wait is finally over.

The WARMACHINE Mk II field test is a chance for WARMACHINE players and Privateer Press to work together to make WARMACHINE Mk II the best game possible. We have worked on streamlining the rules and abilities to provide the smoothest play possible without sacrificing the essential gameplay and feel of the WARMACHINE we all know. Mk II is also our chance to reexamine models in terms of their game balance, the number of special rules, and their original role on the table. All the changes you will see are the result of countless hours of discussion, playtesting, and more playtesting. The WARMACHINE Mk II you will see in this field test is very close to the finished product. This field test is about tightening the nuts and bolts, oiling the squeaks, and putting the new WARMACHINE through its paces.

WARMACHINE Mk II is an evolutionary step for WARMACHINE, and most of it, from abilities to the core mechanics, will look pleasantly familiar to veteran players. Warcasters still have battlegroups and assign focus to their warjacks in the Control Phase. Models still attack using their base attack stat plus 2D6. Line of sight rules have been improved to ensure that determining what a model can and cannot see is easy. Mk II also introduces a standard height for all models, which is determined by their base size. This means that regardless of how a player decides to pose or convert their model, they won’t gain any unfair advantage or be unfairly penalized, as could happen under the original Prime LOS rules.

By and large, the most notable change is to the amount of special rules that populate the models of WARMACHINE. In every instance we have consolidated similar abilities and spells, cut abilities that lead to complex timing interactions, and made sure each model remained true to its original role in its respective army.

WARMACHINE MK II changes the way warjacks funtion on the table top to give them a more critical role in the battles for the Iron Kingdoms. A vast majority of warjacks received +1 MAT and RAT, giving them a considerably better chance of hitting what they attack. Warjacks are also far more durable, as they remain functional until every damage box is marked, similar to how warbeasts function in HORDES. In addition, the penalties for disabled systems have significantly changed. Although a disabled system does lower the overall performance of a warjack, those penalties are far less severe. Point costs have also been adjusted so that warjacks are costed more appropriately to this role, in comparison to infantry. For example, instead of 7 long gunners = 1 charger, now 4 long gunners = 1 charger.

The field test is not only a preview of WARMACHINE Mk II but also a chance to provide personal input that will help shape the final product. As players prepare to provide their feedback and help Privateer Press put the final touches on WARMACHINE Mk II, there are several things they should keep in mind in order to provide the best possible feedback.

Approach WARMACHINE Mk II with an open mind, and leave your preconceptions at the door.
Any feedback for WARMACHINE Mk II should be aimed at creating a superior play experience, not at making specific models or factions better or worse.
Be sure to report troublesome rules interactions and final wording corrections.
Support your feedback with careful analysis. Don’t cherry-pick examples or base feedback on how the dice happen to fall.
Get several games under your belt before you provide feedback on the new rules. Don’t submit feedback based on your first impressions.
Be sure to state your WARMACHINE Mk II feedback clearly and concisely, not with lengthy rants or stories.
Use proper names of models, abilities, spells, and so on in your feedback. Do not use nicknames or abbreviations.
Don’t expect to change the core mechanics of WARMACHINE Mk II or present us with personal preferences and wish lists.
Finally, we at Privateer Press want to say thank you to everyone who plays our games. We hope you enjoy the chance to help define the next stage of full metal combat and look forward to all your feedback. So get out there and Play Like You’ve Got a Pair!
galonso
galonso
Press Ganger

Male
Number of posts : 226
Age : 52
Location : South Miami, FL
Armies : Warmachine: All, Hordes : All
Registration date : 2008-11-21

http://www.gurudojo.com

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