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It was music. There was a music track playing both times while I was chosing equipment.LurchBrick wrote:"When I looked at the second mission just to see the layout the music that plays when you choose your equipment didn't stop, so there were two tracks playing over each other." - Do you mean music or speech? There shouldn't be any music playing when you are selecting weapons.
I'll try the mission again and see what happens.LurchBrick wrote:"After his first turn the dreadnought wasn't able to use one of his heavy weapons but I hadn't wounded it. Then on the next turn I killed it by shooting and scoring four. So I think it only has an armour value of two." - Which heavy weapon didn't fire, the missile launcher or the assault cannon? The assault cannon sometimes doesn't fire if the dread rolls less than 2. The dreadnaught does have an armour value of 4, so this is a bug. Are you sure it wasn't wounded?
You could in the computer game I had. I think it's much better that way but maybe just because that's what I'm used to.LurchBrick wrote:"After moving or attacking with a marine you can't select a different marine and go back to use the other action later. You could definitely do that in the official computer game and I think in the board game as well." - This is not correct. In the board game, a marine must fully use all his moves and attacks before going to another marine. You cannot move one marine, then move a different marine and go back to the first marine to do more moves.
Maybe as an option.LurchBrick wrote:"I wasted the medi kit in the first turn by clicking on it by mistake and started again. Maybe a confirm box for equipment and orders." - This was included in the past, but all the testers didn't like it, so I removed it.
Bugger.LurchBrick wrote:"I miss the 3-D animations when I move and attack, but I used to wish they were skippable to speed things up so maybe I'm just never happy." - This game was originally meant to be 3D but the graphics guy who was working with me only finished the marines and never got around to doing any of the alien animations.
Maybe as another option, or only when it matters.LurchBrick wrote:"With auto rerolling you miss out on the choices to either stick with a roll that kills something or gamble and go for a higher score." - This is true but once again, the testers complained that it slowed the game so it was removed.
Oh okay. It's better that way thinking about it, I just need to get used it.LurchBrick wrote:"Order cards affect the commander as well. They didn't in the official computer game." - But they do in the board game.
I did place the board first.LurchBrick wrote:"I had a quick look at the mission creator (lovely addition) but I couldn't place a docking claw anywhere. It just stayed red." - You must first place a main board tile before placing a docking claw.
Oh, you can already do that.LurchBrick wrote:"I think marines should be able to exit the mission on any of the docking claws." - That would make the game easier. You could always go into the mission editor and change the docking claws to accept all marines.
Oh okay, I didn't try that.LurchBrick wrote:"I think there should also be an option for the chapters to have a random order of play every turn so that the blood angles aren't unfairly favoured and the ultramarines aren't always at a disadvantage." - There is a random order of play. Simply click on the Squad button to have that marine chapter have it's turn first.
Can't wait for that. I loved MD. Are you going to do Eldar Attack as well?LurchBrick wrote:Small update on the Mission Dreadnaught expansion. I've got all the extra heavy weapons working except the tarantula. Bulkheads and extra dreadnaughts also work. The tarantula is the one thing holding up the release of the next update.
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Edit:Dark Angles!
New commander weapon: Power Maul/Storm Bolter (One of each dice fore shooting and hand-to-hand.)
New heavy weapon: Flamer (From Voyage Beyond but possibly with bigger area of effect.)
Blood Angles don't get Plasma Gun, Imperial Fists don't get Flamer, Ultra Marines don't get Assault Cannon, Dark Angles don't get Missile Launcher.
Dark Angle Orders: Move it, Fire, Heavy Weapon, Photon Grenades (Although I always though this should be an equipment card.)
Dark Angle Equipment: Heavy Weapon Enhancers (Fire with 2 red + 1 white), Grenade Launcher (For the commander which can be fired instead of the Storm Bolter, one of each dice, fires like Missile Launcher accept red dice on surrounding squares and white dice on 16 surrounding that.), Light Combiweapon (Storm Bolter can be used as Light Flamer possibly with smaller area of effect but definitely using one of each dice.), + the other five that they all have.
Slow but powerful.
Prototype Androids: Move: 6, Armour: 3, rest the same. Androids are too weak in my opinion. When an android appears roll a red dice. On a 0 or 1 it's a normal one, 2 or 3 it's a prototype. You could turn the base up side down to show this. (Would look good in black!)
Dreadnoughts can fire twice at the same target with their twin bolters.
Another change that would be interesting is to allow up to 8 honour bages and give them one equipment card for each. The way it is now the choices are pretty much set. Why would an Imperial Fist commander have anything other than a heavy bolter for example?
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