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VerfasserThema
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  Green, Blue, and Red Hits Thu, 02 November 2006 01:29
I was wondering if anyone knew why they had one hit for green, one for blue, and one for red on each die.

That's a 1 in 6 chance for each color... so couldn't they have one "hit" side and two blank sides instead? It seems like it's just extra needless color matching for the mind.
      
Kenntak2
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Re:Green, Blue, and Red Hits Thu, 02 November 2006 03:00
It's more fun waiting to see if the right color comes up. Smile
      
Dramaniac
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Re:Green, Blue, and Red Hits Thu, 02 November 2006 10:47
In the primer you can read some of the cards of the weapons, and on the card of the short sword can you read that it has a bonus strike, but not when the unit fights against a mounted unit.

I think that that bonus strike-symbol is the same as the grenade-symbol in Memoir 44, but it isn't always effective in Battlelore.

So when you're fighting against a unit with a short sword, you have a 2 in 6 chance and when you're fighting against a mounted unit, you have a 1 in 6 chance. So there is a difference.
      
tech7
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Re:Green, Blue, and Red Hits Thu, 02 November 2006 23:28
I didn't get it either. I think it would be easier for upcoming expansion, if the dice had one hit symbol instead of the three colors and two additional symbols.

For Example

Lore
Bonus Strike
Retrat
Hit(instead of Red)
Armor(instead of Blue, for possible defending units)
Special(instead of Green Enable special abilities like the posison of the spider, without lore )
      
orcbreath
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Re:Green, Blue, and Red Hits Fri, 03 November 2006 00:25
The C&C system has always had an 'all out' card where you need
the dice-chance to roll the different colors.
BL with its even more expansive choses for rules may use the chance of color
roll's even more.
      
Dramaniac
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Re:Green, Blue, and Red Hits Fri, 03 November 2006 11:11
tech7 wrote on Thu, 02 November 2006 23:28

Lore
Bonus Strike
Retrat
Hit(instead of Red)
Armor(instead of Blue, for possible defending units)
Special(instead of Green Enable special abilities like the posison of the spider, without lore )


Sometimes there are cards that have to use the colored symbol on the dice, and if you use that sort of dice, that won't be possible.

They can write on the card on the card what symbol would be red, blue or green, but that is a lot of text on just one card. They can also write it in the rulebook, but than everytime you use such a card, you have to know that and don't forget it.
      
ColtsFan77
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Re:Green, Blue, and Red Hits Fri, 03 November 2006 13:29
I think the 3 colors are fine. Nobody complained about them in Ancients (that I am aware of). I think the "problem" surfaced in that DOW choose to make each of the die faces the same shape. In Ancients we were caught unawares since we also had circles, triangles, and squares.
      
tech7
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Re:Green, Blue, and Red Hits Fri, 03 November 2006 16:39
Willy schrieb am Fri, 03 November 2006 11:11

tech7 wrote on Thu, 02 November 2006 23:28

Lore
Bonus Strike
Retrat
Hit(instead of Red)
Armor(instead of Blue, for possible defending units)
Special(instead of Green Enable special abilities like the posison of the spider, without lore )


Sometimes there are cards that have to use the colored symbol on the dice, and if you use that sort of dice, that won't be possible.

They can write on the card on the card what symbol would be red, blue or green, but that is a lot of text on just one card. They can also write it in the rulebook, but than everytime you use such a card, you have to know that and don't forget it.


This is no reason in my opinion. If we take my example, the hit, armor and special symbol could also have different colors. This would also benefit color-blind people.

I think ColtsFan is right, they should have made different shapes.

[Aktualisiert am: Fri, 03 November 2006 16:41]

      
Dramaniac
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Re:Green, Blue, and Red Hits Fri, 03 November 2006 17:24
tech7 wrote on Fri, 03 November 2006 16:39

This is no reason in my opinion. If we take my example, the hit, armor and special symbol could also have different colors. This would also benefit color-blind people.

I think ColtsFan is right, they should have made different shapes.


But I don't think that they have to change the meaning of the symbol's like Tech7 said, the people who play the game would be very confused.

[Aktualisiert am: Fri, 03 November 2006 17:25]

      
player270835
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Re:Green, Blue, and Red Hits Fri, 03 November 2006 18:16
Hi,


I am blue/purple and red/green/brown colour blind and different shapes would make it easier.

44 is ok I can tell a tank what ever colour it is.

Rich.
      
moofrank
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Re:Green, Blue, and Red Hits Tue, 07 November 2006 19:58
The All Out card is the only case I've found in the game where die color matters. (In Battlelore, it is called the Battlelore card.)

I've not slogged through the Lore deck yet, though. There might be some more in there. It does appear that nearly every card in that deck is unique. Some are pretty strange.

      
mad-halfling
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Re:Green, Blue, and Red Hits Wed, 08 November 2006 18:38
Ref the M44 "Finest Hour" card - there could be an equivalent that allows different colour units to be moved depending on what comes up on the roll of a dice pool, too......
      
AK_Aramis
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  Re:Green, Blue, and Red Hits Thu, 09 November 2006 10:27
I am in agreement that color-difference only is bad. It means one of they guys I game with often won't be able to read the dice! (he's really badly red-blue colorblind.)

I myself, while "officially" not colorblind, am weak on the blue-green side. In dim light, the green and blue will likely be indistinguishable to me, and the previews indicate Steve can't play.

Different shapes for the three colors would make life MUCH easier. I'll probably add dots if I am going to play with steve.

For reference, Steve can play TTRE, but uses the symbols, not the colors. He can't tell the red and green pieces apart.

      
Talespinner
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Re:Green, Blue, and Red Hits Thu, 09 November 2006 15:19
In CC:Ancients they have different colors/shapes. Blue units are triangles, red units are squares, and green units are circles. Perhaps DoW should consider at least modifying the dice to follow a similar scheme. I am not colorblind at all, but it is nice to have the different colors/shapes for those who are.
      
moofrank
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Re:Green, Blue, and Red Hits Thu, 09 November 2006 22:10
Although I'm not at all colorblind, one thing that worried me when I was reading the rules is that I could not at all distinguish between the green and blue banners in the setup illustrations for the scenarios.

...forgetting totally that my bedside reading lamp has this yellow bulb in it.....

A brief bout with environmental color blindness, and near total embarrassment. That would totally suck. One of the Mercer Meeples is extremely colorblind. I'll see if I at least get him to do a quick die test.

Moo,
Frank
      
    
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