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Dice Over Everything
Канада
Добавлен 3 июл 2018
Dice Over Everything is our podcast about the miniature wargaming hobby. We post our podcast episodes and more here. Take a listen and join us on our journey!
Frostgrave Campaigns (Frostgrave 102)
In this episode of Dice Over Everything, we talk about Frostgrave Long Form Campaigns in our extended series, Frostgrave 102. We talk about the 3 long form campaigns - The Red King, Thaw of The Lich Lord, and The Maze of Malcor, and give our thoughts.
Просмотров: 47
Видео
What's in a Pirate Miniature Game?
Просмотров 492 месяца назад
In this episode of Dice Over Everything, we talk about what our ideal pirate game would be like, what things would be cool, and also a bit about our One page Wargame design, Buccaneer's Bluff!
Frostgrave Awards - Top Hottest and Worst Spells and Schools
Просмотров 1034 месяца назад
In this last episode of Frostgrave 101, we review all the spells, schools, and give our opinions on which were the greatest spells, and which were the worst schools. Have a listen to find out which Spells win and which we won't touch with a stick.
Frostgrave's The Witch - A Judgement
Просмотров 1575 месяцев назад
Frostgrave101 - Lesson 12. We rate The Witch School - what is good, what is great, and how does the Witch stack up against the other schools in Frostgrave 2nd edition?
Frostgrave 101 - Rating the Thaumaturge
Просмотров 1776 месяцев назад
(Lesson 11) - In this episode of Frostgrave 101, we rate the Thaumaturge, what spells are good, what units go well with them, and what is a good starting spell list to take!
Frostgrave101 - The Summoner
Просмотров 1388 месяцев назад
In this episode (Lesson 10) we go over The Summoner school for Frostgrave, as we round the bend of The different schools of magic. It's a crowd favourite, the demonologist school itself! Dice Over Everything episode 119.
Rating the Frostgrave Soothsayer - Frostgrave101
Просмотров 1399 месяцев назад
In this episode of Dice Over Everything, we go over the Soothsayer school of magic for Frostgrave in our continuing Frostgrave 101 series - Lesson 9. We rate all their spells from F to S, good starter warbands, and what we think of the Soothsayer in general. We hope this will help if you're getting into Frostgrave and wondering about the Soothsayer and their mystical mind effecting powers!
Frostgrave101 - The Sigilist
Просмотров 232Год назад
In This episode of Dice Over Everything's Frostgrave 101, we go over The Sigilist School - what spells are good, what spells are overrated, and maybe have a little fight about how to rate the school. If you're starting Frostgrave or just want some veteran's opinions to debate with, give us a listen. Dice Over Everything E115, Frostgrave 101 - The Sigilist (Lesson 8)
Wargaming Tables are Too Big
Просмотров 93Год назад
In this episode of Dice Over Everything (e114), we talk about Wargaming tables, how they used to be huge, and how they've been shrinking ever since.
Rating the Frostgrave Necromancer - Frostgrave101
Просмотров 289Год назад
We rate the Necromancer school in Frostgrave - which spells are the best, whicih are lower tier, and which are basically unuseable? After that, we go through potential starter spell lists if you want to start a Necromancer. This is Frostgrave 101, class 7 for our podcast, Dice Over Everything.
Is Fluff The Secret Sauce In Wargaming
Просмотров 50Год назад
We talk about whether or not Fluff is the Secret Sauce in Wargaming - do you get into games because of the great yarns and setting around the game? or is it pure models & gameplay? This is episode 112 of Dice Over Everything.
Rating the Illusionist in Frostgrave - Frostgrave101
Просмотров 269Год назад
Talking about the Illusionist in Frostgrave 2nd Edition, we rate all their spells, what a good starting list of spells are, what a good starting crew is, and of course, we rate the School overall among the 10 different schools. This is Frostgrave 101, Lesson 6 for the Dice Over Everything Podcast (e111)
Rating The Enchanter - Frostgrave 101
Просмотров 340Год назад
We are back with Frostgrave101 - going over The Enchanter! In this, Lesson 5, we continue to break down the different Wizard schools - What makes them tick, rating their spells, and good starting builds!
Frostgrave101 - The Elementalist
Просмотров 238Год назад
In this episode of Dice Over Everything we go over The second of Frostgrave Wizard Schools - the Elementalist. We rate their skills, along with the eponymous Fireball! Frostgrave 101 - The Elementalist - Class 4 Dice Over Everything 107
How Cards are used Wargaming
Просмотров 70Год назад
We discuss how Cards are used in miniature wargaming - how popular games used them, from stat cards to randomizers, in this episdoe of Dice Over Everything (e106). Come listen along as we talk about the miniature wargaming hobby, from theory to favourite games to designing new ones.
Recruiting Frostgrave Soldiers - Frostgrave101 e02
Просмотров 384Год назад
Recruiting Frostgrave Soldiers - Frostgrave101 e02
When to Walk Away From Your Favourite Wargame - Dice Over Everything e102
Просмотров 330Год назад
When to Walk Away From Your Favourite Wargame - Dice Over Everything e102
Necromunda - Community Vs 2017 - Which To Play? (DoE e99)
Просмотров 437Год назад
Necromunda - Community Vs 2017 - Which To Play? (DoE e99)
How to Get into Frostgrave 101 - (dice over everything e101)
Просмотров 701Год назад
How to Get into Frostgrave 101 - (dice over everything e101)
Rangers of Shadowdeep - First Impressions
Просмотров 632 года назад
Rangers of Shadowdeep - First Impressions
BloodBowl First Impressions - Dice Over Everything e75
Просмотров 213 года назад
BloodBowl First Impressions - Dice Over Everything e75
OnePageRules Grimdark Future: Firefight - First Impressions - dice over everything e72
Просмотров 2,2 тыс.3 года назад
OnePageRules Grimdark Future: Firefight - First Impressions - dice over everything e72
Killteam 2021 First Impressions - Dice Over Everything e71
Просмотров 163 года назад
Killteam 2021 First Impressions - Dice Over Everything e71
Unboxing - Privateer Press Mystery Box - What's in the Box!
Просмотров 1123 года назад
Unboxing - Privateer Press Mystery Box - What's in the Box!
Stargrave First Impressions - Dice Over Everything e64
Просмотров 3713 года назад
Stargrave First Impressions - Dice Over Everything e64
Thanks for the reviews! Curious about your multi-player group. We have just started getting into Frostgrave and usually have three-player games. This makes the games super long (I'm talking like 5 hours or more) and deployment is difficult (feels like we should be using a hexagonal map). What size maps does your group play on? What do you do to manage game length?
Oh, the memories... Such good times.
Hell yeah! So stoked that ya'll threw down for the challenge!
would be nice to see the lists in question on the screen
Thanks for putting so much time and analysis into your discussions. Your Frostgrave content is very helpful for a new Frostgrave player like myself.
Great work
Great work
I think Blink can be used to pop a a friendly out of combat like you said, but also maybe tumble an enemy off a tower or narrow walkway if you don't have Push? Still very very niche though
All of the balance options are fixed by the 1st edition rules with no specialist soldiers limiting player options
For Summoner I really like to go with Posess + animal companion ^^ the fear a possed bear or snow leopard can cause is funny
A Sigilist was my first wizard I ever made. I made it it back in 1E and I can attest that being able to cast any spell you know off a scroll is incredibly powerful. He has long since retired, but his warband was flush with cash and never had any problems casting what they needed
Sadly, I am not hearing any audio on this video.
yaktribe was yakromunda at one point my best guess is becuse they supported gorkamorka too they added the tribe to it
Love the Frostgrave content 👌
Brandon, you had nothing but demons around you yesterday... Everywhere... Yesterday... control makes sense.
Hi guys, I just finished listening to the whole Frostgrave 101 series on spotify :) I listened to it while painting my minis and terrain (your recent episode on the difficulty to get into miniatures wargames because of terrain building was spot on too!) and all the hours spent listening to your analysis, spells tier list etc was very exciting and helped me get the game easier and understand it for my first few games. Thank you for your work and your investment, I had a blast and you were really helpful.
Curious why familiar isn’t in the list?
Just found this. Love the frostgrave cintent. Keep it up
Not to be that pedantic guy, but the word to describe fighting is pronounced "may lay" not "malee".
Bruce Lee
A little more planning for your discussions would be a bit better. First 8 minutes are a bit frustrating
I love the energy that you guys bring to your conversations but you are so scattered about details and how to organize your thoughts its hard not to get flustered.. when you guys do these videos it feels like you can't be bothered to read up before you turn on your mikes. Honestly I wish you had gone over the school pre and post Fireheart, construct familiar is insanly good for any offensive casters.
Good discussion! I'm playing an Enchanter right now, and went with Animate Construct, Enchant Weapon, and Grenade as my native spells. My minis are all Mage Knight dwarves with kind of a steampunk look, so I'm really going for theme rather than an optimum build. I just want my little guys with wrenches and hammers to build a bunch of bots! When Fireheart came out, I was able to turn a couple of thugs into Tinkerers for the bonus on Animate Construct. Once I have a nice stable of bots, I'll pick up a Scrounger and start doing modifications. My other starting spells were: Push - We have a lot of vertical terrain, so there are some good opportunites to use Push offensively by pushing guys UP and letting them drop. :) Fog and Call Storm - Since I'm not shooting, I want to clog up LOS for those who are. Heal - Bit of a nonbo with constructs, but it's mostly for keeping my spellcasters alive. Deflect - This is a Reaction spell from Into the Breeding Pits. It's there to throw some of my son's Elemental Bolts back in his face. :D So far, the MVP has been Grenade. A successful cast can really swing an entire game - I've taken THREE guys out with one spell.
enjoyed
Love this series! Thanks
I love hidden objective cards. It helps make the game more interesting and less 1v1 PvP competive type game. I know im not analytical enough to be competitive so i need less competitive games
I walked away from 40k because of price. It became a rich man's game I couldn't keep up with. Osprey Games and This Is Not A Test filled that void
I heard so much good things about "This is Not A Test". Gonna defo try it out when the new version drops.
Thanks!! Very interesting
BAT REP!
enjoyed
Why is this video 90% watching some dude listening to someone else talk off camera?
Really enjoy your channel. What other episodes do you have planed?
Just found your podcast, looking forward to checking out past episodes. You should do an episode on Age of Fantasy skirmish with the newest update with more balanced army lists.
Love Malifaux, glad to see someone actually talking about it
Just to add by way of update- the OPR army builder (using army lists V2.5) for firefight addresses some of the points you made about ease of reference- it will generate a single clear page with all of your units, stats and all the special rules that relate to those units. Very elegant, I reckon. Was trying to get into Killteam, and when I discovered these rules the whole process was made so much easier and fun. The optional rules in the paid version mean the game can be customised up into a fairly good approximation of Killteam, and indeed, have scope which increases its potential beyond that. Campaign rules are also free and well worth a look.
As someone that has been playing Malifaux since 1st ed, balance tends to be faction to faction and not really master to master. As it's an objective based game, Masters tend to be specialized for specific Strat/Scheme combinations. I personally like the cheat hand mitigation as it does allow to overcome potential bad luck, but still allows an opponent to answer back accordingly. Malifaux strikes me as a game that has not been 'solved'. There isn't a best overall that everyone takes. It's really up to you and how you want to build your crew to tackle a specific situation. As you covered, the app (army builder) is one of the best I've ever seen. Not only does it keep you up to date with Errata changes, but it also allows you to run a complete game between you and your opponent. It allows you to track in game conditions, wounds, and allows you to view your opponents models at any time. If you haven't tried to run a game in app...definitely give it a try. Sorry for the long post, but I love this game...Happy to see more people picking it up :)!!!
I'm a 40k refugee. Just pick up Malifaux and I feel like I just escaped a toxic sect. I could easily name 10 reasons why Malifaux is great. ^_^ thanks for the explanation.
Right!
I'm fed up with paying out my butt to be a GW play tester... you need to get the full opr rulebook with options. It's a bit more generic for the sake of stream lining and balance but what a breath of fresh air without GW bad rules writing, editing and book spread... I don't know if OPR is for the competitive player but if you play GW competitively I've got news for you lol. OPR Grim Dark Future and Firefight are definitely superior for the narrative and casual player who's not looking for boring Army list spam and 3 unit army deathstars that contain the newest hottest model that GW has decided to push and sell
Your main complaint seems to be related to hidden information and having "tricks" up your sleeve. If you buy the paid version of the rules (or join the Patreon), there are several optional rules that add those sort of things and more depth. Definitely worth checking out.
and critical hits :) critical hits are awesome
what do you mean you dont like paying 50$ for rules, and then 50$ for a compendium to play kill teams that haven't been tested at all, only for the factions in that 50$ book to become immediately outdated a month later by a 20$ magazine every single month for every kill team in the compendium, potentially making some of your models already useless???? dont you have infinite money to keep buying GW products?????? better buy those DATA CARDS before they become outdated a week later by errata and faq that arent advertised anywhere! shitty fkn company
early bird get the worm, but the second mouse get the cheese
Would love to see your opinions after extensive play with the rules. First impressions are cool, but real play experience opinions are gold in this sea of first impression videos we have in youtube.
Oh boy, i discovered One Page Rules recently, it is sooooo good! Wish i knew about it earlier!
50 dollar book to playtest armies.
omg I lovelovelove ur awesom amazign volomtuous swaggy podcast/videos/intro/everything/iloveyou/alanwong. Please post more so I can become professional minatures gamer like you <333 ~videogamergurlbunny2682uwu
Would you put Soulsborne Series into the Grim Dark genre ?
People love to live in Star War and Star Trek but don’t even want to visit 40K. Love me some grim dark at a distance like light years!
I admit, I do have a soft spot for 40k and how utterly ridiculously grim it is. Never to visit, even at light years though - you know 40k is so dark it'd find some way to follow you back home.
@@diceovereverything1 Amen to that!
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You're overrating flamethrowers, at least on the Burner soldier. Short range, Move 5 and a mediocre Shoot +2 really limits their effectiveness. Giving an officer a flamethrower for (with experience) a potential Move 7, Shoot +6 is another story - but that's a lot of experience and 3 gear slots, 5 with combat armor, 4 with heavy or light armor but both of those would drop you to max Move 6. Putting a powerful gun on an officer also encourages you to spend actions shooting instead of using powers, which is not always going to be the best idea even when you do reach Shoot +6. Multiple smoke grenade soldiers aren't as mandatory you're making them out to be. Both the Holographic Wall and Wall of Force powers are fine alternatives and don't occupy any of your precious Specialist slots, and of course your officers can carry grenades as well, with or without a launcher. Putting up a wall instead of chucking a smoke grenade will earn you XP as well, albeit at a small strain cost. There's nothing wrong with the Grenadier, but they're likely to be better used dropping frags on people. The short range of normal grenades on the Commando and Pathfinder makes smoke more attractive to use (lower risk with a bad scatter than frag) but IME you still spend most of your time shooting their carbines or double moving than lobbing bombs. Getting in close enough to put a smoke template in a good spot isn't as common as you'd like even with a lot of terrain on the table.
Interesting to hear people's thoughts who've tried it out! Like I said, my knowledge comes from just single player and lots and lots of Frostgrave experience, so I'm quite interested to see how it plays vs others. I indeed was talking about Flamethrower on my first mate, with adrenaline rush. This is far stronger than any attack possible in Frostgrave - so it'll be interesting to see if it's worth the risk. As for grenade soldiers, we did mention holo and force walls - the thing is, units with this type of utility are very strong - there is no reason you can't throw a smoke grenade and also lay down a holowall too! I think (or perhaps hope ;) ) this comes down to different styles of play - which is part of the fun of Joe McCullough's games - customizing your band, and playing the game you want to play. Thanks for the thoughts, it's great to hear from people's experiences of the game, and it makes us more exciting to get stuck in!
@@diceovereverything1 The problem I run into with lots of smoke/walls is enemy crews (or random creatures with Hates Gunfire or just wandering blindly) plowing through it and catching stuff in melee that wants to be doing something else. And you really, really don't want to throw grenades anywhere near a melee, unless you're exceptionally ruthless and your friendlies at risk are expendable recruits and runners and drones. Sometimes you want some open lines of sight for power use too, and it's easy to wind up choking them off if both players are lobbing smoke everywhere. They're certainly not something to skip on entirely, but taking other specialists isn't a bad idea either. Adrenaline Rush is game-changingly good for the shenanigans it sets up. At least you can't use two powers in the same turn, which limits it a tiny bit - but move-power move-shoot with officer flamethrower is pretty damn scary, yeah.