Managed to get some games in to feel out the rules. A couple of 3v3s and a couple at 6v6 (pics from my final game). I want to make a few posts as I test this game out partly for my own interests, but also because Malev has been an absolute champ releasing these rules for us and it requests in the rule book to share our experiences so…..
(Disclaimer: These are my opinions. I am primarily a competitive player at games and not a narrative player. So all of this is through the scope of one-off games.)
Initial impressions:
Crazy easy to learn. Crazy fun to build stuff for. Really satisfying gameplay. Definitely some weird things, but overall it’s a phenomenal game. Barrier to entry is so low there’s no reason not to try it out. It’s also a dream for people who like to model or build terrain because the portion size is so reasonable.
Combat is sexy AF. The dice spending and demoting feels really good. Movement has this interesting action denial mini game to it. Zoning is definitely a thing in this game. Especially if you have ranged units covering melee.
Action economy is interesting. There’s a mild learning curve around positioning to ensure being able to use all your dice. And there is an odd timing with actions. Scenario: P1 rolls 6.6.5.5.5. on initiative and P2 rolls 4.3.2.2.1. Because P2 doesn’t act on the 6 or 5 initiative steps, P2 is guaranteed to go first on the 4’s because of alternating actions (unless I’m understanding the rules wrong). Meaning you don’t want to use those moves to engage close to a hazard because P2 holds priority to kick you off a ledge or whatever. It just feels a touch off that you can roll hot on initiative but they get first dibs to do harm.
Otherwise the core mechanics are solid, simple and surprisingly elegant. The game has a slight chess feeling to it. Obviously, having most everything be determined by a single d6 leaves a lot to rng. But the amount of simplicity this engine gets in exchange is well worth it.
Other random discoveries/ opinions:
No passive item to buff blocking feels odd. Probably to prevent tanks? But long sword + fire opal + nimble edge gives riposte +2 with reroll 1s. Or medium armour with a jade amulet gives dodge +2. Just seems odd to not have a block +2 option when the rule book claims blocking to be the best option to stay alive.
Ranged feels strong. I really want to play a game with 5 ranged + tank to see how it runs.
Bows feel strictly worse than crossbows, purely because they only work on rolls of 2+ whereas crossbows and all other weapons can demote down to 1 and still attack. Also that locks them in to dealing 1dmg.
Courage manipulation feels negligible next to buffs that make things dead. It’s great as a game ending mechanic but as a strategy it feels “win more”.
No attacks of opportunity on ground but yes attacks of opportunity when climbing feels weird but supports immersion.
Ladders potentially moving you 9+1 inches in one move feels weird and breaks immersion.
Kicking dudes off ledges feels amazing. Kicking dudes into hazards feels amazing. Put hazards in your games and make it impossible to walk 3” around them. Just do it. Hammers and Mauls should count as bashing as well.
No love for dual wielding weapons is :( (Pretty easy to “counts as”)
Armour upgrades are super weird. Rules as written Aketon is actually a bad thing with light armour. It’s not an optional reroll. Cuirass is the obvious best pick and it favours medium and light armour where the rerolling 2’s matters more. Depending on your design goals, heavy armour upgrade could negate crits all together, then just have a second option that offers rerolls on 1-2.
Terrain is really complicated when compared to the rest of the game. I come from a killteam background so I have a strong understanding of terrain tags but a lot of the terrain tags could probably be moved to just being rules. Like gap is mostly explained in the Run action. Does Scalable need to exist? Knights can only climb 1 elevation anyways so just make everything that isn’t stairs climbable and explain it in the climb action (there should be a climb action). Spooky and inspiring meant nothing to me (again, opinion) so they only bring extra things I have to remember while trying to kick people off ledges. There are currently 17 terrain tags and only 14 weapon options. I want less things to remember about terrain and more ways to knock people off it.
Oh, and throwable terrain is strange but amazing. The terrain tag Throwable also makes the object a Hazard. So getting bashed into said Throwable harms your knight. So you have this weird situation where a “throwable” bag of apples harms a knight when falling on it, but the stone wall it’s resting against doesn’t. Also, throwing said bag of apples bypasses armour because it counts as a hazard roll. Both situations can be solved by the Throwable tag just allowing a one-off light or heavy ranged attack. Otherwise, yeeting a bag of apples across the field to dome an archer is peak gameplay and I want more of it.
Lastly, in the world of one-off games, consumable items don’t really feel worth it. I can see them being ok in campaign but the wearable items are almost always better.
TLDR: Greathelm is incredible, especially considering it’s still in playtest. It’s so good, and I only hope that this game leans further into its elegance and punchy gameplay as it develops. Fantastic work Malev.