I really liked the idea of Helldorado - conquistadors and swashbucklers invading Hell. Making a hell terrain table would be straightforward and fun. I got a bunch of minis on discount before the new version launched. I undercoated the minis
|Country:||Republic of Macedonia|
|Published (Last):||15 April 2016|
|PDF File Size:||7.83 Mb|
|ePub File Size:||20.3 Mb|
|Price:||Free* [*Free Regsitration Required]|
I really liked the idea of Helldorado - conquistadors and swashbucklers invading Hell. Making a hell terrain table would be straightforward and fun. I got a bunch of minis on discount before the new version launched. I undercoated the minis Where they still sit, bar a few play-test outings.
Well some of the sculpts are hit and miss. Some are gorgeous, some are a bit lame. Kinda like the Confrontation metal models I have though those have a much better gorgeous: lame ratio. Must be a French thing. The sculpts were also limited in scope; the old moulds were OOP and the new casts had yet to be produced. Maelstrom Games happily took my preorder but delays meant I had almost forgotten the game by the time it arrived.
So painting enthusiasm was low. Thirdly, the game endows models with multiple hitpoints. Now I really detest tracking hitpoints on vehicles at the best of times, but still less in a infantry skirmish game. Plenty of great infantry games get by without them, so I regard them as an uneccessary complication that adds little to the game besides record-keeping.
The Shiny It is a lovely softcover rulebook, with an embossed title on the cover. Production values are similar to Privateer Press books. It is lavishly illustrated but IS clearly a translation from French - it is awkward to read. Quite a few typos. Slightly better than Infinity and the old Confrontation rules in readability and layout though.
There are 35 pages of fluff, 40 pages of actual rules, pages of army lists the majority of the book! I particularly like any counters and blast templates needed are included as a physical colour card push out inside the back cover. The fluff is interesting and engaging - it is certainly a unique setting! A great quality production, but the wording can be a bit jarring. Initiative "Dominance" After an initial roll modified by leadership bonuses , initiative is held by the player who killed the most points of enemies the previous turn.
Interesting concept. Upkeep Any long term spells, healings and effects take place here. Actions Players take turns activating units. The "dominant" player chooses who activates first. Sides with less units can nominate an enemy unit to be activated.
Another interesting idea. Actions are the usual - run, walk, charge, shoot, cast magic etc. Units have a control area which extends beyond the base of the model. Combat Players roll dice equal to their "Shoot" or "Combat", duly modified by relevant effects. Any dice beyond 5 simply allow re-rolls.
Each dice equal or over enemy Defence hits. Shooting is similar but attack rolls must beat either the Defence OR a number based on the range, whichever is higher. The target cannot retaliate, unlike close combat. The enemy "Protection" score can reduce the damage taken. Damage is applied simultaneously. A little unusual, but nothing special except for the annoying hitpoint record keeping already noted.
Command Each side has a pool of command points which refreshes each turn. Command can be lost permanently as units are lost or certain effects are caused. These commands can be used to "buff" units by adding to shooting, combat or defence stats. A command could be used to activtate two units in a row. This adds an interesting layer of complexity, tactics and decision making to the game. Magic Some magic auras might target a unit or a particular area of the map.
They then can move and cast spells specific to themselves. Each magician can control only a few at a time. States, Traits, Special Abilities Units can go beserk, be stunned, slowed etc and suffer various effects magical and ability-based. There are a wide range of special traits and abilities. Each unit has special orders which cost Command points to activate. All the special rules make it quite complex but not so ridiculous as Malifaux or Warmachine.
Terrain is important to add tactics and interest to a game and it is good to see it get attention in Helldorado. A campaign system to connect scenarios and advance unit would have been appreciated but as usual, the more complicated the game, the less likely you are to get advancement rules.
TL:DR Fascinating fluff, an interesting alt-move initiative system, different combat system but annoying record-keeping; a interesting "command" system which adds tactics and interesting magic rules.
There is a very wide range of special rules but they are universal to all factions and not unique to individual units. I am somewhat disappointed there are no campaign rules. Yes, I will be getting out the paints again and finally get into my hellscape terrain board Posted by.
HELLDORADO RULES PDF
Tern I am playing it on a highend vista 64bit machine. May have flaws such as tears, pen marks or highlighting, large creases, stains, marks, a loose map, etc. May have medium sized creases, scuff marks, very small stain, etc. Top Reviews Most recent Top Reviews.