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Why Not? VOID!

 Post subject: Why Not? VOID!
PostPosted: Tue Apr 22, 2003 6:04 pm 
Swarm Tyrant
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Well, I got the rules quite a while ago, kind of liked the minis and the idea of the game, and then left it. So, can anyone tell me what is great about VOID?

Roughly how does it work, what is it good at and what is it not good at? What are the minis like? I think that I got a couple of Marines a while ago, and they are OK.

Also, what is the general background on the forces available, and how do they play. I like the Synths, but VASA and Viridians also look pretty good.

Any info? Thanks.

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 Post subject: Why Not? VOID!
PostPosted: Fri Apr 25, 2003 6:57 pm 
Brood Brother
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Hi Cybershadow...

VOID is based around 3 human colonies - Viridian, Sytha and Junkers. The Viridians are based around US army (but have also got dinosaurs now), the Syntha are a computerised interlinked colony of cyborgs, where integrated technology is considered to be a good thing and finally the Junkers which are based along a Romanesque theme, but were originally convicts.

In addition to these, there are two other factions: The VASA are sorta like a NATO force, derived from the other 3 human factions, based around a Japanese anime/manga feel (check out the Viper bikes... can we say Akira anyone?). The Koralon are the aliens

As for how they play, all armies can be set up for any playing style, but they all have their own styles... Viridians favour shooting, Syntha are more balanced but have to follow some automation rules - they also have some of the toughest units in the game, VASA seem to like vehicles and rapid reaction units and the Koralon are decidely close combat.

As for how the game plays, it's d10-based, allowing even the standard gauss rifles that the marines carry to damage the most tough units on the battlefield (making tactics that much more important) and also unit-activation-based, so no hour-long waits for your opponent to move before you get to move yours... instead, you take turns to move a unit... so the order in which you activate units becomes important...

The fun really starts when you win initiative and have two seperate firefights going on, so have to decide which one you want to get the advantage on first (since you know that your opponent will take the opportunity to get in first on the other...)

All in all, it has a dynamic feel to it and you will also find that you have a game where you can easily adapt to changing circumstances on the battlefield, instead of seeing whole units disappear in your opponent's turn.

I hope this helps... if you need more info, just ask... :)

PS: Oh... and all forcebooks (except the most recent), the rulebook and the campaign book are available on the i-kore website (www.i-kore.com) and to date, they have yet to make any of their models obsolete... some have gone out of production, but are still fieldable...


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 Post subject: Why Not? VOID!
PostPosted: Sat Apr 26, 2003 12:32 am 
Brood Brother
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I played several demonstration games at my local shop (which will now be closing next Wednesday thank to GW-US) and I liked the game.

The rotating turn order did make tactics more important. I like the Syntha (cybernetic forces) and the Viridians (Dinotopia-themed forces). The fluff is good and I've gotten the impression that they plan to do a space ship game in the near future.

It was a fun game and the miniatures are good. If I was interested in playing 28mm scale games then I would have bought in, but I like 6mm miniatures so I've stuck with them. Several of the Syntha pieces would make good Titan proxies and some of the jet bikes could make good dropship proxies with minimal converting.

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Maksim-Smelchak.

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 Post subject: Why Not? VOID!
PostPosted: Sat Apr 26, 2003 1:20 pm 
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I have to agree about the 6mm... although the 28mm are easier to paint for me... I have no depth perception thanks to the squint I was born with... 6mm were just too fiddly for me to paint up with any real detail... (not to mention the sheer numbers of figures you need to paint...) ;)

I spotted epic after GW's "let's screw over the players" stint back when they changed from 1st to second edition of Space Marine - I'd just bought the Codex to go with AT and SM (over 50 quid's worth of stuff, plus minis) and they immediately made the whole lot redundant and expected us to pay another 50 quid for the new rules... after that and the Blood Bowl rules change, I basically shelved all my GW rules (including my Space Hulk set)...

Having seen the recent news that GW are screwing over the internet independant mail order companies, it looks like nothing has really changed with the comapny that the whole gaming community has dubbed the "Evil Empire"  :angry:

I like i-kore, they're only 3 years old as a company, but have already made some good moves (as well as a couple I have my doubts about) and seem to have the same spirit that GW had pre-WD100 - namely fresh and full of ideas...

As opposed to GW who seem to be wearing a rut in the carpet of ideas... I haven't seen much in the new rules that they haven't already done before.


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