Welcome Guest, posting in this forum require registration.
RSS Feed MembersSearch
Pages: 1
[PREVIEW][KS3] Factory & Radar station
PREVIEW KS: Factory & Radar station Posted on [16/06/2016] à 16:50

Preview here: http://www.devil-pig-games.com/en/preview-ks-usine-station-radar/

Online: 06/16/2016

Last update :


If you see an error, please say it to us like this :


Board number (ex: HoN-SS-01, in the grey block of each punchboard front)

Front / Back (say it)

Type (recruitment tile, recruitment option, marker, unit, other)

Describe the error


Please, keep it short!


En recherche de stage maquettiste

PREVIEW KS: Factory & Radar station Posted on [16/06/2016] à 19:55

General Notes

Without some clarification on how some of these tiles are meant to be used, it is hard to tell if there are errors or not.


I like the crates, which give some interesting options for scenarios. There are a number of bits here for both HoN and SoN scenario writers to do some very interesting things. This set makes a nice "tool box" for scenarios. There seems to be some sort of modular encounter area system included here, but I am not sure since we have no guidance on that.


R&H-01

There are not cut lines on the Open/Closed door tokens just under the board title. I think by the non-merged borders between doors they are supposed to be 3 separate tokens, but it is not clear. The walls do not match the walls of the factory or the radar station, so I am not 100% clear where they are to be used. Can we get some clarification on these? Is the wall correct, or should it match the factory walls?


Front: There are small numbers above every opening in the back office area… I assume these are intentional?


Reverse: It was very interesting to see a graveyard included on the back side of the Factory, but that will be useful for SoN players 🙂


R&H-02

More of the Open/Closed door icons here, same notes are for R&H-01.


R&H-03

Front: I see the same small numbers above every opening in the second floor of the factory… I guess these are intentional?


Reverse: Is the German Operator supposed to have a civilian Ambush side on his reverse? That could well be deliberate but it is not obvious without some explanation.


Reverse: Nice alternate SoN use for the upstairs office 🙂


Volunteer Moderator of the English Language Forums
Remember: If you are not willing to shell your own position you are not willing to win!

PREVIEW KS: Factory & Radar station Posted on [16/06/2016] à 20:18

R&H 3 front/ back


Top floor.

There is a door in between the two tile size room and the one tile room. Shouldn't there be a blue arrow to clarify?


PREVIEW KS: Factory & Radar station Posted on [16/06/2016] à 21:37

So glad I got in on the kickstart this time. These look great.


One question what is the line of 3 door for – Prison doors?


Thanks


PREVIEW KS: Factory & Radar station Posted on [16/06/2016] à 22:02

Quote from Moomer on [16/06/2016] à 20:18

R&H 3 front/ back


Top floor.

There is a door in between the two tile size room and the one tile room. Shouldn't there be a blue arrow to clarify?


Arrows like that have never been used on inside rooms[1]. The reason for the arrows is actually to show which spaces are allowed to access a door. This is in place usually because most building terrain has less spaces internally than the area of a terrain board they cover, so the arrows are used to indicate which terrain spaces "connect" to a building opening (door or window).


You do bring up an issue related to your question, which is that the arrow in the "stairway" should likely not have the two branches sprouting from the "base" of the arrow since it does only connect to one space on the floor below.


Edit to add:

[1] This was introduced in Carentan, which has multi-space rooms.


Volunteer Moderator of the English Language Forums
Remember: If you are not willing to shell your own position you are not willing to win!

PREVIEW KS: Factory & Radar station Posted on [17/06/2016] à 08:50

Just wanted to say that the radar station is simply awesome! what a great work, including the operators and staff…


It remembers me a bit some missions from the videogame Medal of Honor 🙂


http://nacidoparacuriosear.blogspot.com/

PREVIEW KS: Factory & Radar station Posted on [17/06/2016] à 14:10

A small preview of what you will be able to do with underground terrain element:



En recherche de stage maquettiste

PREVIEW KS: Factory & Radar station Posted on [17/06/2016] à 14:19

There are not cut lines on the Open/Closed door tokens just under the board title. I think by the non-merged borders between doors they are supposed to be 3 separate tokens, but it is not clear. The walls do not match the walls of the factory or the radar station, so I am not 100% clear where they are to be used. Can we get some clarification on these? Is the wall correct, or should it match the factory walls?


The dieline are very difficult to see but they are here 😉 These doors are useful for underground encounters like in my previous message.


Front: There are small numbers above every opening in the back office area… I assume these are intentional?


Yes, it's the same which appear on the 2nd floor of the factory. We made it in order to help you to determinate the Line of Sight from the 2nd floor.


Reverse: It was very interesting to see a graveyard included on the back side of the Factory, but that will be useful for SoN players 🙂


Not only, in Normandie, you found cemeteries before the WW2 ^^


Reverse: Is the German Operator supposed to have a civilian Ambush side on his reverse? That could well be deliberate but it is not obvious without some explanation.


We think it's more funny if he can hide himself with civilians, instead of being ambushed.


En recherche de stage maquettiste

PREVIEW KS: Factory & Radar station Posted on [17/06/2016] à 20:21

Quote from Axel on [17/06/2016] à 14:10

A small preview of what you will be able to do with underground terrain element


Ok. I suspected the door tokens might be used for such a purpose, now I see I was on the right track 🙂


The modular terrain system will be very useful. If we had a bit more of it I wonder if someone could come up with a random "dungeon" generator for SoN 🙂


In any case it will offer some great options for scenario writers.


Volunteer Moderator of the English Language Forums
Remember: If you are not willing to shell your own position you are not willing to win!

PREVIEW KS: Factory & Radar station Posted on [17/06/2016] à 21:48

WOW


That is impressive. Going to have a lot of fun with those.


PREVIEW KS: Factory & Radar station Posted on [19/06/2016] à 09:07

That layout opens a lot of new options with the Original 3 Achtung! Cbtulhu tiles…. may actualy start using the underground side with these.


Be careful what you wish for, you might get it

[PREVIEW][KS3] Factory & Radar station Posted on [16/06/2018] à 18:19

I was playing with the Factoy & Radar Station expansion today and wanted to know what that 'hand symbol' actually means… I couldn't find an explanation in the Compendium?


I made up a quick rule that you can flip the 'doomsday hatch' after a Movement Action… But are there any official rules for this icon?


This icon is also on the tunnel doors.



☠☠☠ Heroes of Belgium ☠☠☠

[PREVIEW][KS3] Factory & Radar station Posted on [18/06/2018] à 13:36

This symbol is not in the compendium.

You can open a door with this icon instead a movement or a firing action.


L’esclave dyslexique plus vraiment à mi-temps

[PREVIEW][KS3] Factory & Radar station Posted on [18/06/2018] à 15:06

Thank you!


Does the hatch needs to be in your Zone of Control?


Or do you need to be on the hatch?


I suppose ZoC because there are also doors with this symbol!


☠☠☠ Heroes of Belgium ☠☠☠

[PREVIEW][KS3] Factory & Radar station Posted on [19/06/2018] à 14:55

Yes the hatch needs to be in your ZoC


L’esclave dyslexique plus vraiment à mi-temps

[PREVIEW][KS3] Factory & Radar station Posted on [22/07/2018] à 22:08

The boards look great!


I am looking forward to seeing them in person.


Pages: 1