Thanks for watching! If you have any thoughts on this topic please share it here! Combat Patrol: th-cam.com/play/PL1E9rFzw_L86wWjAq80AE0AXMxIHRWBCK.html Spearhead: th-cam.com/play/PL1E9rFzw_L85aNAVaz49ai37tbKUvDETG.html
4 หลายเดือนก่อน +3
A "Combat Zone XY" book with improved rules for Combat Patrol would certainly be welcome!
Combat Patrol is a really nice concept but it desperately needs a refresh imo. I kind of wish they'd divorce it from the intro boxes entirely and just do a series of set armies for each faction that rotates say once a year. Atm if you want to play it as anything more than an introduction to 40k it's badly handicapped by balance issues and legacy patrols with vehicles (e.g the Dark Angels Redemptor patrol) etc. I can't say that Spearhead appeals to be that much because of the tiny map size. I saw the WH+ games and it just looks like a bit of a mess. Maybe fun for a couple of games.
In general, I prefer a large board because it provides lots of room for terrain features. Then again, for a very small skirmish game, a large board can sometimes mean that multiple turns are spent just on getting a model from one end of the battlefield to the other, which in a game that only lasts 5 turns feels like a waste. Ultimately, the best board size depends on the intent of the armies playing that game.
It's pretty simple. Combat Patrol is a starter game, it teaches the mechanics of 40k fine but there is no reason or interest to go back and play it specifically once you know the basics (I'd rather just play a 500 point game). In contrast, Spearhead is effective in both teaching the mechanics AND being fun by giving different tactical decisions through the secondary cards design, reinforcements, and the 4 enhancements for the general. You can play multiple times even with the same couple factions and have a different experience every time. But one of the most important parts-- Spearhead lets you actually DO things with your units, everything has an ability, so it's exciting thinking through all of the possibilities. It lets players FEEL tactical and grants some measure of play identity. Combat Patrol is HIGHLY faction dependent, with some outright having NO abilities on any of their units (World Eaters, for one). The fact that these also tend to be the better-value boxes certainly doesn't help either. TL;DR Spearhead is replayable without getting dull. Maybe in 11th we'll get something better for 40k but right now, this ain't it chief.
Heard there is no magic in Spearhead, wouldn't that be a core mechanic missing? Asking because I only played few games in AoS and hadn't the chance to try Spearhead. Nevertheless, Spearhead looks fun and I want to try it soon.
@@wernerfuhry some characters have magic, they either have it on their warscroll or from a battle trait or something They can't be unbind as there is no unbinding but it's the first step in learning magic ^^ For example I know a hero in flesh eaters courts can cast a spell and I think a sub faction trait is that you gain a second spell
@@wernerfuhry as SpooKimi said, it'll be on specific units/models. Admittedly it doesn't have the whole unbinding but it still captures the feeling of a priest or wizard calling on unreliable magics
Thanks for watching! If you have any thoughts on this topic please share it here!
Combat Patrol: th-cam.com/play/PL1E9rFzw_L86wWjAq80AE0AXMxIHRWBCK.html
Spearhead: th-cam.com/play/PL1E9rFzw_L85aNAVaz49ai37tbKUvDETG.html
A "Combat Zone XY" book with improved rules for Combat Patrol would certainly be welcome!
Combat Patrol is a really nice concept but it desperately needs a refresh imo. I kind of wish they'd divorce it from the intro boxes entirely and just do a series of set armies for each faction that rotates say once a year. Atm if you want to play it as anything more than an introduction to 40k it's badly handicapped by balance issues and legacy patrols with vehicles (e.g the Dark Angels Redemptor patrol) etc.
I can't say that Spearhead appeals to be that much because of the tiny map size. I saw the WH+ games and it just looks like a bit of a mess. Maybe fun for a couple of games.
*appears
In general, I prefer a large board because it provides lots of room for terrain features. Then again, for a very small skirmish game, a large board can sometimes mean that multiple turns are spent just on getting a model from one end of the battlefield to the other, which in a game that only lasts 5 turns feels like a waste. Ultimately, the best board size depends on the intent of the armies playing that game.
It's pretty simple. Combat Patrol is a starter game, it teaches the mechanics of 40k fine but there is no reason or interest to go back and play it specifically once you know the basics (I'd rather just play a 500 point game).
In contrast, Spearhead is effective in both teaching the mechanics AND being fun by giving different tactical decisions through the secondary cards design, reinforcements, and the 4 enhancements for the general. You can play multiple times even with the same couple factions and have a different experience every time.
But one of the most important parts-- Spearhead lets you actually DO things with your units, everything has an ability, so it's exciting thinking through all of the possibilities. It lets players FEEL tactical and grants some measure of play identity. Combat Patrol is HIGHLY faction dependent, with some outright having NO abilities on any of their units (World Eaters, for one). The fact that these also tend to be the better-value boxes certainly doesn't help either.
TL;DR Spearhead is replayable without getting dull.
Maybe in 11th we'll get something better for 40k but right now, this ain't it chief.
Heard there is no magic in Spearhead, wouldn't that be a core mechanic missing? Asking because I only played few games in AoS and hadn't the chance to try Spearhead. Nevertheless, Spearhead looks fun and I want to try it soon.
@@wernerfuhry some characters have magic, they either have it on their warscroll or from a battle trait or something
They can't be unbind as there is no unbinding but it's the first step in learning magic ^^
For example I know a hero in flesh eaters courts can cast a spell and I think a sub faction trait is that you gain a second spell
@@wernerfuhry as SpooKimi said, it'll be on specific units/models. Admittedly it doesn't have the whole unbinding but it still captures the feeling of a priest or wizard calling on unreliable magics
@@SpooKimi ah I see, thanks for the answer mate! :)
@@astral_ragtime5365 gotcha, thanks for the reply mate! :)
Yes, this is how facts work. CP is not a dead format because you see people playing it. 🙄
I'd like to see Combat Patrol play become 36" x 36", or 3' x 2' 6".
can't wait for your spearheads reviews, especially gitz and flesh eaters :)
i think spearheads boardsize enabling so much first turn charging is not sounding fun to me