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How To Play Raiders in Fallout: Wasteland Warfare - Better Know A Faction Review
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- เผยแพร่เมื่อ 16 ส.ค. 2024
- Want to build the best Raider faction list for Fallout: Wasteland Warfare? Here's everything you need to know about the Raider special rules, units and tactics.
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One of the few factions that I have all of the miniatures for.
nice my raider friend will be pumped to see this. Legion next please!
That's awesome, hope the video helps them out :) And yes, Legion is on deck next!
Enjoyed your video and learned some stuff! I'm currently painting my raiders core set so thanks for the info! Please keep these series coming.
Much appreciated, and thanks for watching! They're a fun faction, and all the different chem combos make them very versatile.
Great video keep up the amazing work and news!!!
Just getting into the game and your videos help a ton. There is a lot understand :)
Thanks! Great video :) watching for more battle reports
Thanks so much, Craig! Three new battles coming ASAP - lots of editing to do but they're coming!
Good work, thanks. Subbed!
Many thanks, and thanks for watching! :)
This is a great channel!
Too kind! Much appreciated, and thanks for watching :)
So Dogs get the no LOS charge anyway, so you could use them as a vanguard to trap key enemy models in combat for your raiders to no LOS charge for that sweet sweet extra green die
Totally! Some attack dogs can really cause some trouble for your opponet
My friend kicks my survivors so hard with her raiders, bless her.
They're a tough faction to crack! I get whooped almost every time I play against radiers, even in AI mode
Any chance of an Institute faction review?
You bet! Legion review is coming out later today, then Institute is next, should be out in two weeks(ish)
@@WarGamesNewsRadio thank you sir! You are scholar and a gentleman!
Not to be a downer, but I think you are misinterpreting some of the effects of chems. Correct me if I'm the one who is wrong, but there's. Few times where you said that an effect lasts all four turns when the effect you mention only appears once on the card.
Chems effects are cumulative, and stack across turns as they deminish (see pg. 32 in the core rule book).
Let's take Buffout for example:
On the first turn you take it, it gives a +2 to strength on the 1st turn column, AND a +1 on the 3rd turn column. These are added together for a total of +3 to STR on the 1st turn.
Now on the second turn, you slide the +2 column underneath the unit card. So the +2 goes away on your 2nd and 3rd rounds, and you're left with a +1 for the rest of the time the chem is in effect.
This means any bonus on the last column of a chem card (the 1 dot column) will be active for ALL rounds the chem is in effect. And for radiers, chems last one extra turn, so four turns total.
@@WarGamesNewsRadio oh that makes sense. Sorry, thanks for the clarification
@@jacobmyers4640 No worries! It's a tricky rule - I had the chem turn orders backwards for the first dozen games I ever played!
They should have made the first round last 1 longer lol.
That would be awesome for chems like bufftats
@@WarGamesNewsRadio It just sucks because you have to wait another turn to take a different chem. At least 2 turns at max would give ya full benefits
@@gunnertlc7728 Very true, the extra round makes choosing the "right" chem a big deal
Did anyone else feel like this faction took 40 years to paint?
TOTALLY. I only have the radiers and scavers box, and it still took me about a month!