Waited years for a MotU game, and three came along at once. There's Battleground and Fields of Eternia from Archon Studio, and then Clash for Eternia from CMoN.
Glad to see this version of Teela doesn't follow the recent 'butch'-style Teela. Agreed, the teleporters should instead block LOS and provide cover. Wonder what were they thinking, giving range units more buff compared to melee units.
Could you do more on the tactics of various expansions and synergies? I have also spotted a few weird rules issues and would love to hear how you interpret some of these models and tips for things like how to keep sorceress alive perhaps. Love your vids so far and enjoy the little interpretations of the various releases.
I have done unboxings for every expansion, and in each of those I run through the character abilities and new cards, often talking about how they could work together. Also, during the most recent crowdfunding I did a video putting together a team of heroic warriors you might enjoy. There will be more MotU coverage in the future as well. If you have specific questions, I am happy to answer them (if I can), but the designer is active on Board Game Geek and answers rules questions there directly.
Those portals would be great for HeroQuest lol That's all I can think when I see any other miniatures game. I recently bought Descent. I have no intention on playing Descent haha
It has some very interesting team-building stuff going on. They want it to be a tournament-style game - the sort of game you got to organised events to play - so the force-building element is quite a big part of it.
Is this a bad joke by Archon Studios? Did they just forget to write in the rules for the force fields and teleporters? It says something about offers additional protection. But what does this additional protection consist of? Exactly the same with the teleporters, you can still make sense of it, but it's really very vaguely written. And I'm also very unhappy that they didn't put the snake staff in the expansion... I'm pretty disappointed with the Wave 1.
I'm not sure I follow. The rules for the new terrain elements are included in the rules flyers included in both boxes. You can see the rules for the terrain pieces at 2:04 in the video.
@@AlwaysBoardNeverBoring Yes, but the rules don't bring anything from the force field like that, do they? DO NOT block line of sight and DO NOT provide cover? Well what do they bring then? Or am I just not checking it?
They are high obstacles for movement, so you can drop them in front of melee units forcing them to waste movement moving around or climbing over. You can drop them in such a way that a character on overwatch can no longer reach you when you move. That sort of thing.
@@AlwaysBoardNeverBoring Ah ok, I just imagined something completely different. Don't think the rules are good, you could have written something better for them. But thanks for the clarification!
The wording on the cards is pretty terrible. In addition to often being vague or unclear, it also tends to use different phrasing to express the exact same concept across various cards. That's not a good thing is game that's designed to be competitive and relies of the interactions between said cards.
They do really need to work on tightening up the wording on the cards; there is definitely a lack of clarity and consistency in the phrasing. I think the worst example I have found so far is the shin-guards item from the Evil Warriors expansion in my other video, where I honestly couldn't determine the true intent. I stressed in that video if they want this to be one of those tournament games, they will need to do better with the wording because you really have to be on the ball. I think it's something that GW sometimes flubbed in Underworlds as well, although they may have got better with subsequent releases. The issues with wording is something I can overlook playing at home with my mates and my family, but it is clearly an area of concern that needs addressing, and it is a shame, because I think it's a really good game. They've clearly put the work into different build options which makes force creation interesting and varied, and the miniatures are truly excellent. They go together better than some of the recent GW stuff I have worked with, with tighter joins and less obvious lines.
@@AlwaysBoardNeverBoring They need to use an identical phrasing for things like interuption across all cards. No variation in the wording. Or better yet just a keyword that has a common definition across all rules and cards. Little extra words in rules are exactly where ambiguity and rules arguments come from. Some of the cards just don't mean what they say at all, like the shinguard. Lots of stuff seems to have the opposite effect that most gamers would assume the item to have, again like the shinguards and the force fields. Is this game translated from another language into English? Regardless, it's never a good thing when you have faqs for meaning right out of the gate and it can kill small games.
Yeah, I agree. That's what I mean when I say about consistency in the phrasing. At least they are on the ball with answering questions, and I expect the first official FAQ soon. Hopefully it's something they will continue to work on as it is important for this sort of game. They really need to nail down those keywords, because they are about halfway there at the moment (they do have phrasing like Test [stat] +/- [modifier], and keywords like "disposable", which is perfect, but quite often the wording around those key phrases is a bit loosey goosey). It's one of my few complaints about the game really, but it is admittedly not a small one. Archon Studio are a Polish company, so I should imagine everything is developed in Polish and then regionalised.
Wow!!!!
Never would have thought that HeMan would have been a board game...
Very interesting
Waited years for a MotU game, and three came along at once. There's Battleground and Fields of Eternia from Archon Studio, and then Clash for Eternia from CMoN.
Glad to see this version of Teela doesn't follow the recent 'butch'-style Teela.
Agreed, the teleporters should instead block LOS and provide cover. Wonder what were they thinking, giving range units more buff compared to melee units.
Yeah, they are very much basing everything on the early toys, mini-comics, and Filmation series.
Always one person scared of change.
Could you do more on the tactics of various expansions and synergies?
I have also spotted a few weird rules issues and would love to hear how you interpret some of these models and tips for things like how to keep sorceress alive perhaps.
Love your vids so far and enjoy the little interpretations of the various releases.
I have done unboxings for every expansion, and in each of those I run through the character abilities and new cards, often talking about how they could work together. Also, during the most recent crowdfunding I did a video putting together a team of heroic warriors you might enjoy. There will be more MotU coverage in the future as well.
If you have specific questions, I am happy to answer them (if I can), but the designer is active on Board Game Geek and answers rules questions there directly.
Fascinating... Part of me wants to repurpose these figures for Characters in D&D ...😁
Running a MotU RPG would be quite fun, I reckon. A dungeon-crawling board game with these characters would be neat too.
@@AlwaysBoardNeverBoring dang straight, it would! I'd gladly write up a scenario, but I don't have the base game! 😜
Buy more than one box..
Ahh Bionatops... That takes me back...
Do we get a big dinosaur to mount it on?
@@AlwaysBoardNeverBoring if I recall correctly a massive cybernetic Triceratops and Tyrannosaurus
Yeah, Bionatops was a triceratops. I can't remember what the t-rex was called.
Great vid.
Thank you.
Those portals would be great for HeroQuest lol
That's all I can think when I see any other miniatures game. I recently bought Descent. I have no intention on playing Descent haha
HeroQuest is so easy to mod. It can be fun finding new things to drop into it.
Only 23 minutes this time, no waiting for the algorithm!
Ha. Got the jump on it. In about three days it will recommend this video to you anyway.
Game looks like it has some strategy involved depending on the characters you use! Cool!
It has some very interesting team-building stuff going on. They want it to be a tournament-style game - the sort of game you got to organised events to play - so the force-building element is quite a big part of it.
Is this a bad joke by Archon Studios? Did they just forget to write in the rules for the force fields and teleporters? It says something about offers additional protection. But what does this additional protection consist of? Exactly the same with the teleporters, you can still make sense of it, but it's really very vaguely written. And I'm also very unhappy that they didn't put the snake staff in the expansion... I'm pretty disappointed with the Wave 1.
I'm not sure I follow. The rules for the new terrain elements are included in the rules flyers included in both boxes. You can see the rules for the terrain pieces at 2:04 in the video.
@@AlwaysBoardNeverBoring Yes, but the rules don't bring anything from the force field like that, do they? DO NOT block line of sight and DO NOT provide cover? Well what do they bring then? Or am I just not checking it?
They are high obstacles for movement, so you can drop them in front of melee units forcing them to waste movement moving around or climbing over. You can drop them in such a way that a character on overwatch can no longer reach you when you move. That sort of thing.
@@AlwaysBoardNeverBoring Ah ok, I just imagined something completely different. Don't think the rules are good, you could have written something better for them. But thanks for the clarification!
The wording on the cards is pretty terrible. In addition to often being vague or unclear, it also tends to use different phrasing to express the exact same concept across various cards. That's not a good thing is game that's designed to be competitive and relies of the interactions between said cards.
They do really need to work on tightening up the wording on the cards; there is definitely a lack of clarity and consistency in the phrasing. I think the worst example I have found so far is the shin-guards item from the Evil Warriors expansion in my other video, where I honestly couldn't determine the true intent. I stressed in that video if they want this to be one of those tournament games, they will need to do better with the wording because you really have to be on the ball. I think it's something that GW sometimes flubbed in Underworlds as well, although they may have got better with subsequent releases.
The issues with wording is something I can overlook playing at home with my mates and my family, but it is clearly an area of concern that needs addressing, and it is a shame, because I think it's a really good game. They've clearly put the work into different build options which makes force creation interesting and varied, and the miniatures are truly excellent. They go together better than some of the recent GW stuff I have worked with, with tighter joins and less obvious lines.
@@AlwaysBoardNeverBoring They need to use an identical phrasing for things like interuption across all cards. No variation in the wording. Or better yet just a keyword that has a common definition across all rules and cards. Little extra words in rules are exactly where ambiguity and rules arguments come from. Some of the cards just don't mean what they say at all, like the shinguard.
Lots of stuff seems to have the opposite effect that most gamers would assume the item to have, again like the shinguards and the force fields.
Is this game translated from another language into English? Regardless, it's never a good thing when you have faqs for meaning right out of the gate and it can kill small games.
Yeah, I agree. That's what I mean when I say about consistency in the phrasing. At least they are on the ball with answering questions, and I expect the first official FAQ soon. Hopefully it's something they will continue to work on as it is important for this sort of game. They really need to nail down those keywords, because they are about halfway there at the moment (they do have phrasing like Test [stat] +/- [modifier], and keywords like "disposable", which is perfect, but quite often the wording around those key phrases is a bit loosey goosey). It's one of my few complaints about the game really, but it is admittedly not a small one.
Archon Studio are a Polish company, so I should imagine everything is developed in Polish and then regionalised.