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Post by tjpandv on Aug 23, 2007 4:28:54 GMT -5
Played my first games of SOLARIS last night and it was pretty enjoyable stuff. A totally different experience from MW but I'd be happy to fill in the odd spare hour playing this.
There were a couple of issues that came up and I wonder if anyone has got the answers:
If 2 players hit a the same target mech in 1 turn and that mech is killed - who gets the credit? Do both players receive the points or is there some mechanism to determine who dealt the killer blow?
After a succuessful charge, it says that the attacker is dealt damage equal to half its primary damage value after the attack is resolved. It also gains 2 heat. The target is scored damage equal to the attackers primary damage value +1.
So, I'm guessing that for a charge, the target scores damage on his dice which is resolved in the Clean Up Phase. The attacker is dealt damage once the order is resolved and marks up 2 heat points on his heat dial.
Grateful for any help on this one.
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Post by Zxqueb on Aug 23, 2007 7:36:12 GMT -5
I'll do my best. Southpaw can confirm or deny if I am correct on these. If 2 players hit a the same target mech in 1 turn and that mech is killed - who gets the credit? Do both players receive the points or is there some mechanism to determine who dealt the killer blow? I believe points are split. At least that's how they were playing it at the S7 worlds. That's the way I read it.
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Post by tjpandv on Aug 23, 2007 7:50:17 GMT -5
Thanks for the quick response. I have asked the "who takes credit for the kill" question on the MW Forum but if they splitting the points at the S7 Worlds, that's good enough for me.
There's a lot of SOLARIS on offer at GENCON UK next week so I'm brushing up a bit.
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Post by moonsammy on Aug 23, 2007 8:04:02 GMT -5
Z, not a rules question, but I guess it's a question about Solaris, so here goes: I saw you guys talking to Marc-Andre for a bit, and I saw that he made the finals for the Middleweight (Heavy class) Solaris tournament. I was just wondering what kind of thoughts were flying around about Solaris, if you even talked about it that is.
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Post by Zxqueb on Aug 23, 2007 8:18:44 GMT -5
Moonsammy,
I mentioned it a bit on the gencon indy thread -- you should look there. We were looking for your opinion on the storylines.
The overall feeling from the worlds players was rather negative. Marc and I didn't think too highly of it, mostly because it is a dice fest rather than a tactical game. Me, Smilingmike and one of the other worlds players were in the dreamblade 50k since there was no mech we wanted to play. Of course, I digressed back to the WK hall before too long. Go team digression!
Z
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Post by asburygrad on Aug 30, 2007 15:03:36 GMT -5
I think you may have the charge rule wrong. My understanding is that special attacks deal heat and damage IMMEDIATELY. That's why they must be declared during the initiative phase - so that you can damage someone before they have a chance to hit you that turn.
And to Zxqueb: I'm surprised you enjoyed HaloClix so much! It seemed to me to be a dice-fest as well. But then, my recent games have been Solaris, Halo, and Star Wars Pocketmodels - which all feel like dice-fests to me.
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Post by Zxqueb on Aug 30, 2007 15:36:51 GMT -5
Interesting. I found just the opposite about HAC. While I agree that Star wars and Solaris are dice fests, there are an awful lot of cool tactics in Halo. Maneuvering is as key in that game as rolling well. There are some tough choices in deciding when to take ground and hit the spawn portals and when to fall back. It's often better NOT to kill an opposing piece than it is to kill it. It's even sometimes better to kill your own guy with a grenade to allow him to respawn at full and take a shot than it is to retreat him. Each decision is very situational and each has a big impact on the outcome of the game.
Z
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Post by asburygrad on Aug 31, 2007 9:47:30 GMT -5
Forgot to add - congrats on winning the Scarab! Very cool piece indeed.
I'm glad there's more to Halo than what I experienced. I thought that maybe larger build totals, more figures, and larger maps would help the game be more than what we saw at the prerelease. I basically ran up to my opponents, threw 3 grenades at them, and then shot them the next turn. So I always had a 3-kill lead . . . until my final game, when none of my grenades worked.
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Post by Zxqueb on Aug 31, 2007 10:04:11 GMT -5
The game play seems to be different with a bigger map. The 2 map size we had at the pre-release meant that the opponent could take the middle, and run forward. Deploying Spawn portals is a strategy all it's own. If player 1 places his portal in the middle, you can spread out your portals in seperate areas making player 1 choose whether to keep his forces together or split them to cover both portals. If he splits them, you deploy together pushing all of your forces on 1/2 your opponents. If he deploys together, you can deploy far enough away that you don't get destroyed on the first turn.
Basically -- I don't think that strategy (which worked for me on the smaller map and pre-release environment as well) works on a bigger map with both players knowing what they are doing.
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