36 cards apparently in the main box. I’m guessing much the same as necromunda tactics
My thoughts exactly.
Video from the rules writers, confirms its AoS " Killteam"
Boo. So much for any decent campaign structure then .
Hopefully the different colour dice mean different things (like ammo dice or advantage dice and disadvantage dice) but that might be hoping a bit too much from Games Workshop.
So in other systems you'll have advantage dice and disadvantage dice. With advantage dice you roll all the dice then take away as many of the lowest numbers as you rolled advantage dice. With disadvantage dice you roll all the dice then take away as many of the highest numbers as you rolled disadvantage dice. Essentially you're ending up with the same amount of normal dice but you're altering the average upwards or downwards.
Some kind of dice pool mechanic which uses the different colours for different things would make more sense than just making them different colours (even if it's 1 colour for each faction, 1 for the neutral monsters then the last colour for something else).
I still feel that orcs and goblins should not be separate sections. Also FFing Sigmarines squeezing in again !
Okay, so, in the video they say that every warband gets it's own campaign. Every time you play a game you tick off a game on your campaign sheet and, as you play along the track, you get special things (they mention "convergences" where your next match is going to have something special for you).
My guess would be that since the campaigns are going to be faction specific that means people wanting to play one of the other nine factions will need to buy the faction deck packs. The contents of these packs seems to be in line with the Blood Bowl team card packs. Stat cards for players (different profiles), other cards for other stuff (probably tactics).
Somehow the presence of Jervis Johnson (and the words "a really robust campaign system" (admittedly not said by him)) has reassured me about the probable quality of the campaign system.
Hmm....... Those Bonesplitters are just spoiled for choice aren't they?
I was correct! It's all about rolling doubles, tripples, quadruples etc.
In Warcry, each warband isn’t just defined by its fighters, but also by its abilities – powerful tricks, ploys and tactical plays with the potential to shift the tides of battle. But just how do they work?
Initiative and Ability Dice
Every battle round in Warcry begins with both players rolling for initiative. To do so, each player first rolls 6 dice and then counts up the number of ‘singles’ they have – a single is a dice that does not have the same result as any other dice in that roll. For example, if you rolled three 1s, a 3, a 4, and a 5, you would have three singles (the 3, 4 and 5). The player who rolls the most singles has the initiative for that battle round.
The rest of the dice become ability dice which can be spent on powerful abilities and killer moves during that battle round. These are sorted into doubles, triples or quads. Let’s look at another example:
So here, our opponent (red dice) has 3 singles – 2, 3 and 5 – meaning they win the initiative, as well as triple 4s, while we have a double and a quad. During the battle round, when it’s our turn to activate one of the fighters from our warband, we can choose to spend either that double or quad to unleash an ability.
Each warband has access to a host of different abilities unique to them as well as a table of universal abilities. Most abilities will require a double to use, the more powerful ones will require a triple to use, and then each Warband has access to one MEGA ability that requires a quad.
Each Warband’s abilities reflect how they fight in the lore, with the Iron Golem offering both tactical manoeuvres and explosive bursts of damage.