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About isaacch

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  1. The advantages one gets from the active turn is already quite dominating. Having no pre-measuring introduces an element of risk (maybe the only advantage or hope for the reactive player), and in the long run, teaches caution and common sense in the way you spend orders. I think I'm known to be quite anal about certain aspects of the game, but IMHO it's better without premeasuring.
  2. Thanks for the quick replies. One last question: After the soak in SG (Simple Green, shortened), during brushing, do I brush it in the SG solution, or is it alright to brush under running water?
  3. I'm curious about Simple Green. So far I've only used Dettol and Acetone-based nail polish remover. Both are quite alright, but sometimes leaves a small chunk of gunk which I will have to pick out with a needle or something. I saw Simple Green being sold at the dept store (the 5(maybe 5.5?)l bottle, which it says is a concentrate and to dilute with water. For mini-stripping, how effective is it? Should I dilute it, or use it straight? Thank you.
  4. Well, I'm planning for rebasing some of my models soon, regardless of whether we're required to or not. Where was it seen that Hungries are going from 40mm to 25mm? Is that confirmed?
  5. While it is true that you should play with the models that you like, you should start the game at a lower level before going straight for a 300pt army. The basics of Infinity is intuitive, and also covers a lot more ground than other games. IMO get someone to play at 150pt, or even 100pt first, to get the basics down. As you play, you'll be learning about the models you like, and also how to use them effectively. They're not exactly "point and click" in this game
  6. I've got a feeling that we might just go back to eyeballing models instead of using templates anyway. Otherwise they won't be able to account for size differences between humans and Morats (while on same sized bases), unless they create another template specifically for them. I don't encourage people to play movement the way shown in my diagram. I made those to show what some people might think of to gain advantage over others. It lightens my heart to see most people are against that philosophy anyway. What I hope for is that people would move their models along the movement path and describe what they're doing. You want to move there to shoot me? Fine, move your model and show me. I'll declare my AROs. Simple. Same thing can be achieved with template or cylinders. You'll notice there is no declaration of intent there, just description of action. Edit. Though I must say, sportsmanship is important regardless.
  7. Going back to the LoF pie-ing, I think the issue that Dude has is the same as mine. Looking at this pic. In typical scenarios... If the reactive player wants to cover a corner with multiple troops, he might place his troops like this: Following the LoF rules (edge to edge), LoF for each model can now be shown as: Pie-ing the defender would be easy for the attacker (Red). He declare his intention is to move along the wall until the edge of his base touches Green's LoF, allowing him to shoot Green, encountering only 1 ARO. He then does the same for Dark Blue, then finally Light Blue. All the while Red can enjoy cover, as he is touching the wall. The rules allow for this. Unless the defenders' models are stacked vertically on top of each other, or their bases align to form only 1 tangent (practically impossible, IMO), there is no way to effectively defend that corner with more than 1 ARO. I will concede that this might be an issue of sportsmanship. The current LoF rule of head-sized portion of model to another head-sized portion doesn't get over this issue, but it's better than edge to edge, IMO. Edge to edge for measuring range and template is good, but not so when used to determine LoF. YMMV.
  8. Almost 35, from South East Asia (future Pan-O! As stated from the rulebook) Studied and worked as a graphic designer in another city before moving to current location to be with the wife I take care of a small datacenter for my Jap bosses, and 1-man IT hardware troubleshooting team for the whole plant. Occasionally travels the country to support the other offices. The reality of the job is about 5% of how cool it sounds Now for the boring Asian bits... Most of my free time goes to maintaining/upgrading my garden, painting my naked Nomads, and finding evil desserts to cook. I'm in the middle of planning a vertical herb "rack" (for lack of a better word), and working out how much sun/shade I'll need for each plant. Also deciding if I'm going to play Wild Star. Nice to meet y'all
  9. I have just the base game of Super Dungeon Explore (SDE), and here's my 2 bits: The minis are cute! Well, most of them are. They come in a LOT of components, and will take a while to assemble. Some bent bits can be straightened by softening with hot water, then hardening with cold water. Not hard to paint too. The challenge for me was the anime-style eyes. I watch quite a bit of anime, and tend to get over-ambitious about it, but that's just me The rules are not too tough to grasp. I suggest you do a bit of simulation on the game board before trying to teach your kids. I found it quite intuitive, and my younger cousins (ages 5 and above) grasped it quickly after I showed them how to do it. The earlier rules (from about 2 yrs ago) are a bit different now. There's a recently updated set that will be coming out with their kickstarter (Forgotten Kings). Unfortunately closed a while ago. Game play is quick enough. Analysis paralysis, and bossy players (alpha gamers) will slow things down a lot. I have found that 3-4 players, not including the Overlord, to be best mix for my group. Go easy on the first few games. Resist the urge to "suggest" what players do for their turns. Personally, the game got a bit repetitive for me after half a year. There's only 1 objective in the game: kill-them-all! It could benefit a lot from having some extra scenarios or something. I feel there's a lot of untapped potential here. Stuff I'm planning for it: to work an RPG system into it, get more monster types, introduce some houserules / effects. After playing around with it for a bit, I got a huge urge to make a 3D board to replace the tiles. Didn't act on it, but when typing this out, I got the urge again
  10. Is it too late to suggest more ARM for REMs? As they are, despite having more armour (model and art-wise) than their (mostly) human counterparts, I feel that they die all too easily. Would bumping the ARM of standard/baggage REMs to 3 be alright? Assault REMs (like the Pan-O, YuJing, Nomad) ones could be ARM 5, to show resilience.
  11. I second more ARM for REMs. As they are, feels like they're slightly less survivable than the civvies Considering they have armoured shells, I think 3 ARM for standard/baggage REMs are not too bad. 5 ARM for assault REMs. What do you guys think?
  12. I second the need for a complete list of base size for ALL existing models. At least this will allow us to judge how bad the "damage" will be, both for gameplay and the wallet It will also be very helpful if CB could take a stronger stance, in either direction, in regards to base size implementation, and let us know from when, exactly, will it be enforced.
  13. I was going through the wiki page on Cover. When you say "solid cover", do you mean "total cover"? Would it be valid to say since "total cover" = "no LoF", and that both Mine activation and Engineer deactivation needs LoF, our play was correct? Only exception would be Smoke and Zero-V Smoke?