Figure 1: Recruitment side of the card |
So it was that we created a specific Power for each of our 8 Roles. For example, a Tank such as Iron Train has the same Tank Power as Rook. Because of their respective Tank Powers, both are good at protecting their allies. Rook has a further edge, because he has additional abilities specifically geared to protecting Team-mates.
Figure 1 & 2: Howler is a Blaster, so you pick him knowing he will offer decent ranged Attack options. His Blaster Power shows he gets extra dice in the right situation.
Figure 2: Howler's Blaster Power |
Your front-line fighters will be Brawlers, Blasters and Powerhouses.
Infiltrators, Speeders and Supports have more specialist functions, either for objective grabbing or AP fuelling.
Leaders are there to buff your Team and most of them can handle front-line battles.
Tanks are useful because they straddle a couple of functions: they are highly durable; most pack a decent primary Attack; and they can protect your more fragile models.
As I continue to add to the blog, I will be sure to add the appropriate Role tags to update the various Supremes and Minions I have posted over the years.
Sounds nice and simple.
ReplyDeleteHopefully; truth will be in the playing for players new to the game. :)
DeleteIt's probably my favorite change from the first edition.
ReplyDeleteDefinitely one of my favourites too. It took a while to evolve, but I think we got it right in the end. :)
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