|
Post by varagon on Sept 29, 2010 13:26:57 GMT -5
Since this part of the forum has been quiet for a while, what's the most interesting aspect of Bounty that you find?
For me, it's the intuitiveness of the system. I've introduced my gaming group to the game and within the second round, they understand the basic mechanics. What they need to roll to hit, how CC works, how to make an armor save, etc.
In addition, I like the non-points army building.
|
|
|
Post by cerealkiller195 on Sept 29, 2010 20:00:01 GMT -5
Besides being a very easy game to teach I like the options available to a player. There are so many choices that you can represent just about any sci fi miniature out there into the system with a little work.
|
|
|
Post by gregx999 on Oct 7, 2010 20:00:49 GMT -5
I *LOVE* the force-building method. The "pointless" system is pure genius!
And I really like the "feel" of the rules/background - very Star Wars without *being* Star Wars. It's very refreshing - nothing gothic, steam-punk or otherwise "dark".
|
|
achilles
Private
Freewheeling Liberteen
Posts: 18
|
Post by achilles on Oct 8, 2010 14:56:40 GMT -5
I like using whatever models I like and having their build in my force be supported by the system.
Crew construction feels very 'free' in Bounty. I like that.
|
|
|
Post by abbysdad on Oct 8, 2010 21:23:58 GMT -5
I like the freedom in building crews too! I was a "counts-as" army whore in 40K. But in Bounty, there's no real need to do that, you can just make what you want! I'm also partial to the old school sci-fi space opera we're telling under the tutelage of Mr. Werner. Fun stuff It keeps me motivated to continue working on the next book and new rules even after long hours at work. Cheers, Chris
|
|
|
Post by beermonkey on Oct 13, 2010 3:55:35 GMT -5
I love the crew creation and the the ability to play, well anything with the rules. It fun simple and robust. I'm thinking of using AE to re-tool the only GW game that was ever worth playing. That's right AE Necromundia! With very little tweaking to the camapaign and crew system we're there. If I have time after getting my school and Pulp City writting done I'll try and get something done with this. No promises but I'd like to try.
|
|
|
Post by Scorpio on Oct 20, 2010 13:08:42 GMT -5
Taking the excellent rulesystem that powers AE-WWII, and making it more open to adapting to other settings, is a great idea. Divorced from the tyranny of points-costs, you get to shape your figs into a cohesive battle force that does its thing on the battlefield. And it works beautifully for the chaotic scifi skirmish, where you can use whatever figs you want and model them using the wide toolbox we're given.
And yet, conversely: whenever I look at getting into a new game, it's the background that sells me in the end. Yes, the rules can use whatever figs you want. But I like their take on the fall of the Union and the chaos that's resulted from it, leaving systems and ships to fend for themselves in the shadows of the megacorporations quietly spreading their tendrils. It's a compelling setting.
So, yes, both.
|
|