26/12/2016 at 10:25 #54533
I note that characters can allocate their dice pool across the three stats, but when do they do this?
Is it at the start of the game, and is it fixed as that allocation each turn, or you can you decide at the start of each turn?26/12/2016 at 11:08 #54534
The characters can allocate their dice at the start of each turn.
We’ve even played it that you allocate as you go. Need an extra dice? Just throw it in there, and another, and another… …Yay!!! I’ve mowed down one of the five minions… oops where did all my defence dice go?
If you like 6mm scifi check out http://planetares6.blogspot.be/?m=026/12/2016 at 11:23 #54535
Cheers, yeah I thought that was the case as it was kind of implied in the initiative section, which I read after posting this!
Got any game reports to share?26/12/2016 at 11:26 #5453626/12/2016 at 14:37 #54542
Well, the pictures I showed you were actually going to be for an AAR of the first introduction adventure in the book but once the action started to pick up I completely forgot to take any more notes/pictures and my lousy memory wont let me recall what happened otherwise. Which is wat usually happens when I try to do AAR’s.
I’ve made it my goal for next year to figure out a way of doing AAR’s that work for me but to be honest I wouldn’t hold my breath
If you like 6mm scifi check out http://planetares6.blogspot.be/?m=026/12/2016 at 15:13 #54543
Pictures with a few speech bubbles like a comic?
Pictures with a title that briefly explains the shot?
Actually, this could make an interesting topic in it’s own right… 😉09/01/2017 at 12:36 #55260
So, in Crom, each successful attack does 2 hits.
And for each hit on a minion you remove a die from both movement and attack.
That then means that a successful attack on a minion kills them outright as they only have 2 dice in each?12/01/2017 at 16:04 #55493
You allocate your dice to your pools at the beginning of each turn. The idea is you commit to a plan of action at that point. If you want to do it differently then go for it, play how you want to 🙂
1 successful attack will kill a minion. Since they operate in groups you need to try to eliminate the entire group though or the survivors will of course retaliate when it’s their go. Each miniature in the minion group requires 2 hits to remove it from play. If you inflict more than 2 hits the extras may be applied to other miniatures in the minion group. Thus, lots of 6s will leave lots of bodies.12/01/2017 at 19:06 #55500
1 successful attack will kill a minion.
In your experience is there a best minion group size?
Clearly one giant group could mob a hero, but lots of little ones would give the bad guys more chance of going first as they would have more cards in the deck?13/01/2017 at 00:23 #55523
3-5 was the idea. If you want a horde it should be made up of more smaller groups rather than fewer larger groups. Minions aren’t harmless, they can bring down a hero who’s not paying attention and planning ahead properly quite easily. Again, this was the idea, CROM rewards tactical play and heroes who just run around hacking things without thought for the rest of the turn die quickly.
The final showdown atop the black citadel gives both sides ample scope for planning and skillful play and is a good scenario with excellent replay value for experienced players (leave out trying to slay the pit creature if you like, the race to get the princess rescued or sacrificed is the meat of the encounter and a successful sacrifice spells the end for the heroes).22/01/2017 at 11:48 #56155
Ali Dogan SayinerParticipant
My question about fighting, bases need to touch each other for close combat or something else?
Strength in numbers31/01/2017 at 12:04 #56947
What dice would people use for a wolf, 4 and 2 ?20/03/2017 at 11:29 #59565
matakishi – Any chance of something like a Monsters Manual?
Happy to pay a few quid if it has a good few things in it.
Undead, wolf, elephant, tiger, camel, harpies, manticore, zombies, etc..
I am doing some cards for bad guys and having not yet played am unsure how to assign stats.
The wolf pack for example. 2/2/0 seems wrong.
I figure a wolf should be faster than 2 as 2 is a regular human speed.
I saw that horses give 6 dice for movement, so was thinking 4/2/0 for a wolf?
What do you think, would that work and keep the game balanced?20/03/2017 at 11:42 #59566
I Would so be up for a Crom monster manual.
If you like 6mm scifi check out http://planetares6.blogspot.be/?m=020/03/2017 at 20:51 #5959121/03/2017 at 10:25 #5961521/03/2017 at 19:55 #59633
So fiddling about with the rules to test out the mechanics for real.
Erland vs. 6 wolves.
Some interesting rolls, but what was clear is that having no dice left for defence is very risky!
Tomorrow I will play the wolf attack and take pictures and add to my site and here!
You must be logged in to reply to this topic.