Soda Pop Miniatures

RK 2.0 How to Play
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Author:  sleepy_laughter [ September 25th, 2018, 5:57 am ]
Post subject:  RK 2.0 How to Play

I've been taking pics of my journey through the RK 2.0 How to Play using the PnP. Note I didn't play any RK 1.0 and have only read the RK 2.0 rules and only recently picked up some RK 1.0 minis to help use for proxy. I like doing battle reports as a learning tool for both myself and others to find mistakes and/or give constructive feedback, but they are time consuming (taking the pics and creating the galleries/documenting it takes longer than actually playing the games).

I plan to update Game 4 once I've played it.

Game 1: The Duel - ~30m

Game 2: Run and Gun - ~1hr

Game 3: Muster the Troops - ~1hr

Author:  Major Glitch [ October 4th, 2018, 2:00 am ]
Post subject:  Re: RK 2.0 How to Play

Great writeups! I prefer to read stuff like this instead of watch a video because I am usually doing other stuff when I’ve got a video playing. Looking forward to your experiences with the full game. Thanks for putting this together!

Author:  sleepy_laughter [ October 5th, 2018, 6:01 am ]
Post subject:  Re: RK 2.0 How to Play

Relic Knights 2.0 How to Play Game 4: Taking Command

This game by far took the longest for setup and actual playing since there was a single victory condition with no objectives for VP. It took over 2 hours to play while taking pics (including a break in the middle) and took 1.5 hrs to upload/document. Luckily I think I only found a few mistakes.

Part 1:
Part 2:
Part 3:
Part 4:
Part 5:

Game 4 is closer to the regular game modes, but still has some variance. The first player starts with 5 esper instead of 3 and the AOE effects are not usable in this game. These are also not full 35 point cadres as they don't use the upgrade cards, which are necessary for both cadres to hit 35 pt totals.

The victory condition focused on killing the QK made it feel like the optimal strategy was to turtle. Given the size of terrain I used (which I was excited about), it gave the Void cadre significant advantage due to Fly and how I initially deployed the cadres.

On the bright side, I really enjoy Void due to the flexibility/mobility offered by Fly and their strong ranged, psychic, and melee options.

I'm a bit dissappointed by Radiant. Mr. Milky did all he could do, but the Enforcers feel significantly more squishy and less deadly than the Pinions and obviously have far less mobility. Part of it is their Hobble doesn't really hurt an enemy that's already in position. I'm wondering if I should've been using Mr. Milky's Sustenance to force the Void units out of position?

This game *felt* a lot more like RK and I think with objectives on the table it will be less of a game of turtle.

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