One of the more interesting aspects of the D&D Attack Wing game is the difference between the Unique and the Generic versions of the available figures. In my opinion, it was a very smart strategy with the game, as it encourages purchasing multiples of certain figures and it provides multiple play options right out of the box. I’m not really sure what the official name for these generic versions is (calling them generic seems to imply they are somehow boring options) but it fits and is less awkward than calling the versions Named and Unnamed (which makes them sound like Cthulhoid monstrosities – and we don’t have the mind flayer in the game yet). So I’ll be sticking with Unique and Generic as I discuss the game.
This is to be the first in a series of posts discussing the generic creature options in DDAW. I want to explore their differences from their Unique counterparts, but really, more importantly, I want to discuss how I see them fitting into the scheme of the game overall and where some strong options exist for the generic figures which might help flesh out a team. Before discussing specific creatures though, I thought it might be useful to just look at the state of the generic options as a whole – and maybe by category. I’m feeling my way through this as I go, in a game that is still evolving, so I’ll do my best to make it coherent. I encourage other players out there to chime in and let me know your experience with the generic versions of the figures and how they’ve played out for you.
The generic creatures are always weaker than their unique counterparts. This usually shows up in four forms.
1. They lack the special power of the Unique Creature. Balagos, for example, gets an attack bonus when he is more wounded than his target. The Adult Red Dragon does not.
2. They have weaker stat lines. This can vary quite a bit, with some generic creatures very similar to their unique versions and some losing a little more of their punch.
3. They have fewer upgrade slots. The impact of this also varies. Some creatures, such as dragons, lose all options except Dragon slots as generics. Other creatures simply have less of the only type of slot they’d possess anyway (usually the case with Monster slots).
4. They are of lower level. Again, the range of difference varies. With some creatures the change can almost seem negligible when considering how play might go on the table.
While these changes are important, don’t forget that some aspects of the two versions of a creature stay the same.
1. Their type remains the same – so they are eligible for the same types of upgrades as before (though again, their options may be constricted).
2. They also – at least so far – maintain the same important designations such as “Shadow” and “Incorporeal” as their base creatures. These are usually fundamental to the type of creature it is so that certainly helps.
3. The most obvious similarity, of course, is that they share the same maneuver dial. This means that the transition from playing a unique to a generic version of the same creature still allows for the same understanding of positioning you have with the unique, so you don’t have to retrain your brain for each version.
4. A specific benefit of the generic version of creatures not related to their unique versions… You can play multiple of the same generic figure. This should not be underestimated for utility.
My plan is to go from here and explore the various generic versions of the creatures in the game but I’m still struggling with the best way to do that. When I consider them in my own head, I am constantly weighing them against other options, Unique and Generic, and thinking of them as creatures in their own right as opposed to the lesser version of a Unique. This makes it somewhat harder to review them in isolation. So I’ll probably try a middle road, if I can. For my first follow up to this, I’ll explore the generic options in the Starter set and then move out from there.
If any readers are into D&D Attack Wing, I’d love to hear about your experiences with the Generic options so far.
Thanks for reading.
Played in the OP2 event for D&D Attack Wing this past weekend. (Then got sick which delayed this post.) My original plan – and the team I had playtested – was Lord Maximilian and a Cave Wyvern. I was going for a Witch King and his Fell Beast kind of thing. At the last minute, I bailed on it as too finesse and fiddly and went with something a little more beatstick with Balagos and Jarl Horn. They are both tough, have high damage potential, and can attack well close or at range. When I pulled Rezmir for my booster mini, this seemed like a very good choice.
Choosing my upgrades for Rezmir, I gave her Hazirawn and Hellish Rebuke. 4 Damage in melee and a reaction-style attack are great, but I came to realize that the heavy requirements to get Hellish Rebuke to actually hit made it a less desirable choice than it seems at first. I never actually used it throughout three rounds of play and would have benefited more from the breath weapon option. Here’s a little insight into how my day went down.
In the first round, I was paired off against my wife. I have fought her team before, as we playtested teams for the tournament. My wife’s style is pretty straightforward. She likes strong base creatures who don’t need to juggle a lot of upgrades. She was also trying a strategy for this tournament of trying to get four creatures on the battlefield instead of just three (which would seem to be the norm). Thus, she was running Claugiyliamatar, a Frost Giant Fighter, Dwarven Ballista, and pulled Talon Everhale for her booster.
I would like to give a clear accounting of the battle but it’s difficult as it was such a blur. The round was started and we were off. After a little first turn positioning, we charged in for the second turn pass of death. She weathered that much better than I did. I was completely wiped by the fourth or fifth turn of play. My only consolation – minor as it was – is that I didn’t give her a chance to escape with the artifact because I was so incompetent that I was defeated before anyone even grabbed it.
My analysis of the game doesn’t really lead me to much insight. She positioned better than I did initially, and through the first two turns and for the most part, the rolls went her way. Don’t take that as an excuse though… She mopped the floor with me.
I had two issues in this first game. The biggest was switching teams at the last minute. That was a mistake. I should have stuck with the team I already knew better and felt more comfortable with. The second was the fact that I chose poorly for Rezmir. The beating I took in the first round helped me clarify my issues and do better in the second round.
In the second round, my opponent brought a Blue Dragon (generic), a Frost Giant Fighter, and a Dwarven Ballista. He pulled Dragonfly the Grey as his booster. Staring across the table, I had a sinking feeling as I’d pretty much just faced the exact same team.
He set his team up with the Blue Dragon and the Frost Giant to one side and the Ballista and Druid to the other. This game was an oddity because we moved toward the middle quickly and after Dragonfly set off Control Weather, my Balagos trundled forward on the ground for a couple of turns. In a bit of luck, my opponent’s Blue Dragon was in the zone as well and ended up getting grounded right in front of my Jarl Horn. This was perfect as I was able to use Poison Blade to good effect, all but killing the Blue. Balagos took a hit from the Call Lightning that followed up the Control Weather. In true Balagos fashion though, he embraced the pain and then went on a killing spree, taking out the Ballista and the Druid in short order. The next few turns saw a few exchanges between the Blue Dragon, Balagos, and the two Frost Giants, but in the end, my team just had more power on its side with the loss of his other two pieces so early.
This was the only fight of the day where Rezmir actually scored any damage, making two attacks against the wounded blue dragon with Hazirawn. These were largely ineffective and left me further disappointed in the out-of-the-box Rezmir.
My opponent this round was running Galadaeros, a Blue Dragon, and also pulled Rezmir as his booster figure. I was interested to see if he did more with his Rezmir than I did as they would at least be able to face off against each other. I’ve also played against him before and I know that he’s very capable with his Galadaeros. He’s the only person I’ve really seen so far who has had much luck with the little guy. But this player knows how to use him well.
We started out in typical fashion, maneuvering for that second turn clash, with Balagos facing off against the Blue and Jarl Horn facing Galadaeros. Both Rezmirs set up to make a run at the treasure. As we closed, the Blue took a good hit from Balagos, Galadaeros outmaneuvered the Jarl, and his Rezmir was better maneuvered than mine. His Rezmir had the advantage, able to take advantage of a third turn where mine was exhausted and she cut mine apart. It was the best showing I’d seen from Rezmir… and of course, it was at the expense of mine. My opponent this round is very good at maneuvering.
Which led to much surprise a few turns later when Galadaeros smashed into the wall of the Vault and was forced to land. This gave Balagos a clean shot with a breath weapon… which promptly did 1 damage. Oh, dice. Jarl Horn was there to bat clean up though and managed to drop the copper dragon a few turns later. It was a game that was more of a bloodbath than I expected it to be. I’m used to fights against this opponent – and Galadaeros – to be lots of acrobatic maneuvers and careful positioning but this one time, Balagos and Jarl Horn seemed able to force the issue and outmuscle the other team.
Overall Observations on the Day
There were a lot of generic blue dragons at the event. Out of 8 teams, 3 had a generic blue on the field. One army had it paired up with Sarpiel and they seemed to do well together. My own feeling is that the generic Blue Dragon is one of the best non-unique options in the game – something I want to address in a later blog post.) Two people brought Galadaeros, with one player trying to up the damage potential of the littlest dragon by giving him the Human Paladin upgrade from the Silver Dragon set. Only one Wyvern made an appearance, and was overall disappointing. No Lord Maximilian sightings (thanks to me), and very little in the way of spellcasters.
The addition of the booster figures was a great experiment and I really enjoyed playing against unknown enemies. These pieces are pretty good right out of the box but I have a feeling they will be amazing when they can mix and match freely with upgrades from other expansions. I’ve already fought against a flying, Soaring Assault-ing Rezmir in a game I played after the tournament and she was terrifying. Six dice melee attacks on flying charges. Ugh.
As this was my first chance to play and watch games against opponents I don’t normally play, my initial impressions hold true. Dice can be swingy but rarely decide the battle (it happens, but not as often as we like to believe). Positioning is vital and a mistake in positioning can doom a creature before it ever gets to do anything productive (this has happened to me a few times).
At the end of the day, my wife came in second, I came in fourth, and a lot of fun was had by all. For the core group I play with, I think we are still evolving our strategies and figuring out what works for us. This was only our second OP event and for some, their first. It was also a day when I think people experimented with figuring out how they might take the treasure – and a few people got it out – which was a pretty cool result. Having a scenario definitely changed the play experience.
I also walked away still believing in the strong balance of the game. Sure, there are better and worse options. Even so, it still feels like most pieces have a strong shot in any game. I think the original White Dragon OP prize is broken good, I think the Wyvern may be underpowered, and I think that everything in between is a matter of taste and finding your play style.
So that was my big day of D&D Attack Wing. Have fun, keep playing, and if anyone wants to tell me how their Month Two events went, I’m all ears!
As always, thanks for reading.
I’ve been playing a good bit of D&D Attack Wing recently and it has quickly morphed into one of my favorite games. With three waves of figures plus two sets of Organized Play figures/prizes released, I am constantly finding new reasons to be excited about this game.
First, a quick word about the play environment. The FLC/GS that I play at is a very accommodating environment with a focus on fun play over hyper-competitive. We are a group that knows each other well, have played many games together (Anachronism, Mage Knight, Heroclix, lots of board games), and while we all enjoy winning, we tend to play more, “this is a team I want to play” over “this is a team to crush my enemies and see them driven before me.” I mention this because it informs my views of the game. I’m sure that my feelings would be different if I played in an environment where the constant focus was on standing on the throat of the guy across the table.
First post of the new year. I’m focused right now on building this new game I’ve been working on. Some initial feedback has led me to believe that it’s too complicated in exactly the wrong places. Needs more work. As I contemplate this and try to sort it out, I’m going back to my roots and looking at my inspirations – specifically Amber Diceless – as my standard for “getting it right.” Well, getting it right in the ways that matter to me and what I’m hoping to create.
The focus is on the interplay in Amber of the known and the unknown when facing challenges. In a system where this is very little in the way of chance, it becomes incumbent upon other avenues to create that tension normally generated by a roll of the dice. One of the reasons I gravitate toward diceless (or low randomization) play is that dice rolls don’t generate much in the way of tension for me – they generate more in the way of frustration. But that is a topic for another time.
I like minis games. I’m not hardcore about it or anything, but I enjoy them. I play Heroclix at my local store and I have, at one time or another been into Warhammer 40K, War Machine, Malifaux, Mage Knight, and a few others. I like simple minis games (which is why Mage Knight appealed so strongly to me when it was first released) and I like skirmish style games over “army” style games.
All this is to say, I was determined not to get into another minis game.
The Amber Diceless Roleplaying game is the greatest diceless RPG of all time. That is a statement of opinion but one that I will joyously discuss with anyone to explain the virtues of this most excellent system. To say that Amber DRPG changed my life would be a bit melodramatic. To say that it changed me as a gamer and a game master, not so much.
I had not even read the Amber novels when I was drawn into the game by the spectacular Phage Press ad which ran in Dragon Magazine. I was sold without even knowing the setting. I wanted to play this game with a “mature and demanding” character creation system and its weird auction rules that forced character creation to be both collaborative and competitive. As someone whose gaming life up until that point was dominated by D&D and GURPS, I couldn’t even imagine how profoundly I would be shaped by the ideas presented in that book and then explored through years of campaigns.
I am often skeptical of “theory” when it comes to gaming. While I agree that there is an art and a science to running a good game, the variety of what constitutes a good game and the ways to achieve that seem to be far more rooted in individual preference and group-based communication principles than game design…
That said, I am also fascinated by the variety of games in existence and the attempts to parse out the endless variety of “what happens at the table” into thoughtful mechanics. While I sometimes struggle with some of the more radical approaches to “story game,” I also find many of these creations to be overwhelmingly awesome in terms of what they are trying to accomplish.
I’ve been writing long posts recently and I thought I’d take a breather and explore a small idea I had today.
Character classes are a strange thing. Some people absolutely hate class-based systems, some people love them. I fall into a bit of a middle ground. I find class-based characters to be interesting but I also enjoy the ability to make a completely freeform character.
At the heart of a lot of complaints about class-based systems (at least that I hear) seems to be the unnatural manner of “leveling up” which involves just spontaneously having new abilities when you hit the appropriate level and the oddity of being locked into a class progression for a whole game/campaign/whatever.
When I was playing Adventurer Conqueror King a while ago, I was really enamored of the classes and as I’ve been thinking a lot about domains for my current campaign (I’m back to messing with Birthright again) I find that there is another small angle that old school puts on character class which I’d never considered before.
What would happen if we viewed character class selection through the lens of goal-setting?
That is to say; what if we looked at a player’s choice of class as a series of goals which are accomplished as the character levels?
Suppose, for example, that I choose to play a fighter in ACKS. I’m saying something immediately with this choice. I want to be tough, fight on the front lines. strength is probably my best stat and I intend to use it.
But I’m saying more. I’m also saying that I want to develop certain abilities across my career. I’m saying that my gold is going to get saved up to buy a certain kind of stronghold and that I might have dreams of conquest. I’m saying that I want to grow my character into one of the best warriors in the world.
These things happen as a natural part of leveling. I get better with weapons, I gain certain abilities, and eventually, I attract the followers I need to staff my stronghold. But instead of seeing these things as part of a rigid progression which forces my character down this path, what happens if I start down this path with the thought that the end is actually where I want to be? It’s a very small perspective shift really. I imagine that some players always make their characters this way.
Try it out the next time you are considering what class to play and see if it changes your thinking about your character. Let me know if it does.
Thanks for reading.
Around the year 2000, my girlfriend was going away for the summer. In order to stay in touch, I planned to write her a series of letter-style short stories which would seem to come from a fantasy world based on the city we lived in and its surrounding areas. I only did a few of those – but the planning for that project led directly to the creation of my longest-lasting homebrew world, Irona, which became the setting for my 3rd edition D&D games and later was adapted to work with Warhammer Fantasy RPG, second edition, 4th edition D&D, and even Barbarians of Lemuria as I tried out all of those systems.
Over the last 14 years, Irona has grown and changed quite a bit. I’ve tinkered, jiggered, added in suggestions from players, built histories and delved back into the past. Ultimately, it’s become a big place with a lot of information written about it.
As I started my 5th Edition D&D game, I went back to Irona and my creations there. I decided that I was going to start over – in a way – and begin the game with the same timeline and set up which originally shaped that first 3rd edition campaign. After all, only one of my players had ever played in Irona before – this is an almost entirely new group with no history or connection to this world.
And as that presented a problem of its own, I dug into my DM toolbox and pulled out another old tool I hadn’t used in a long time – the Campaign Newsletter – an information sharing technique I’ve used with several games before and that I find very helpful. I thought I’d take a minute to explore my way of structuring one of these, show an example, and offer my insights about what works and what doesn’t. I’d also love to hear anything any of you are doing in a similar manner.
I was eight years old when I got my first D&D box set. So I date that as the beginning of my time as a gamer. Really though, I’d been introduced to gaming even earlier with Dungeon (the 1981 Third Edition) and Fantasy Forest from TSR, as well as copies of the RPGs owned by my friends. And I’d been introduced to fantasy from the time I could understand movies and stories by a mother who instilled a deep love of all things geeky in me.
And I was one of those kids who, when I got ahold of the reading lists offered by the games of the time, well, I just wanted to read it all…
…and one of the earliest and longest-lasting relationships I made with books in those days was the work of James P. Blaylock.