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View Full Version : Scenario: Kill the Caster


CorporateSellout
09-03-2009, 04:35 PM
In a game where the players ARE the warcaster of their respective forces, would the goal of every game be to take out the other player, thus the opposing warcaster? As it stands in most WM tournament games, the warcaster is your king and it's death marks the end of the battle. Would a focus on assassination lead to quick and unsatisfying games for those being assassinated (especially those assassinations that can occur from a safe distance)? Should there be a system in place to assure that the players engage the opposing troops despite their insignificance in this respect?

What role should the proposedly AI troops play in this dynamic? In the tabletop game most caster kills are most safely executed by the troops rather than the caster themselves (although don't get me wrong risky assassination attempts by the caster is regularly practiced as well). Should troops remain weak enough to remain in the atmosphere without being a significant enough threat to earn the players' attention, or should they be strong enough to threaten the caster on their own lessening the necessity of the player for a win?

(as you can see by all the question marks, I don't have the answers to these questions yet, just questions that I think ought to be considered.) :o

AbesolutZERO
11-12-2009, 01:23 AM
Troops, by no means, should ever become non-threats. Otherwise, this becomes Dynasty Warriors: Warmachine.

Not saying that's a bad idea, but that more than likely isn't the focus of this game. ;)

They should pretty much be a definite presence. They're as much a part of the battlefield as is the Warcaster and his/her Battlegroup. I have a feeling the Warcaster will be able to order them around, though not be able to control them to the degree that the player can the Caster and Battlegroup.

droffset
11-12-2009, 08:45 PM
Hi all, this is my first post here.

Assasinations are a big part of Warmachine and Hordes in general but I do hope that the game gives each unit it's proper role. I see it as the linemen in a football team, they need to adavance their line but also need to protect the quarterback.

Leaving the football metaphor behind, what makes Mk2 great is the role that each of the units is meant to play. Some are meant to be 'tar pits' for the other army, some act as deadly shield walls, some have long range guns, others make use of reach to exploit gaps, and some get pathfinder to try to hunt down the caster.

I'm hoping for the first prototypes the devs stay very faithful to the stats and abilities of the tabletop game, as in exactly from the document.