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DVG - Warfighter Fantasy

Created by Dan Verssen Games

Warfighter expands into the World of Fantasy! This new Era is fully compatible with all other Warfighter products!

Latest Updates from Our Project:

[Warfighter Combat Mechanisms Preview]
over 1 year ago – Fri, Dec 16, 2022 at 02:41:10 AM

Just a quick tidbit of combat to share with you all here. This update's a bit terse, but I'll have more content up soon, I promise!

 Combat Playthrough 

Hero Preview - Kymoor the Wizard
over 1 year ago – Wed, Dec 14, 2022 at 01:47:43 PM

Throughout the playtests, the urge to take Kymoor with us on every adventure was VERY strong. His low cost, ability to inflict multiple hits at Level 1, and decent survivability thanks to the Minor Deflect made him hard to resist. That and we made a game of having him take out the last Health Point of every Boss we encountered - he succeeded almost EVERY SINGLE TIME.

True story - it doesn't look like it but during one rash of playtests, Kymoor was dealing coups de gras on our hostiles, putting some of our Fighters to shame. On the side, Kymoor models for Old Spice deodorant. His raised arms are a testament to his confidence in the products.
Fire Hands' biggest drawback is having to move up into Striking distance to be used. But once you get there, potentially getting 3 hostiles off the board, or inflicting 3 hits is HUGE. And even short of that, partial misses (either due to missing an HtH or Defeat Cover roll) convert to a Vuln, which gives the Hostile a penalty, making it easier for subsequent attacks in that turn to hit and Penetrate. But it costs 2 Focus and Kymoor only starts with 3! Don't worry Big Fella, you can also use 2 Actions or 4 XP to cast the spell in a pinch!
Your wizards will get hit. A LOT. This Minor Deflect (and an upgraded version available later on) will make sure you keep fighting. Note that Wizard spells will often have multiple ways to pay for their costs. This one allows you to spend either 1 Focus or 1 XP. DON'T RUN OUT OF EITHER.

Hero Previews
over 1 year ago – Mon, Dec 12, 2022 at 09:25:25 PM

Hi all. I just wanted to share that we have been posting updates on the official DVG Page on Facebook. https://www.facebook.com/groups/DanVerssenGames

There have so far been four hero reveals/previews, with more to come. 

We are locking down the expansion content to get everything to the printers by the end of the year, which seems to be approaching at the speed of light. The Core Game is locked down and ready to go. 

Please join us on Facebook to get more frequent updates. Thank you.

Here's an image that hasn't been shared on Facebook:

Agin is a Nuisance-level boss Hostile. With a resistance to Ice, the ability to Attract more hostiles, and a built in bonus to hit the members of your squad from any range, Agin finds his "Nuisance" label slightly offensive.

Playtest and General Update
over 1 year ago – Tue, Dec 06, 2022 at 04:28:11 PM

Having been involved in vigorous playtesting over the last couple months has been an exhilarating process for me. As a fan, seeing the realization of a decades-old dream getting to the final legs of a very long development  is exciting, to say the very least.   Hand-to-hand combat is a joy to play, with plenty of delicious tactical choices to be made at every turn. Mana and Divinity effects are plentiful and impactful. The years-long ballet with balancing cards and effects are paying-off in thrilling games that often come down to the last turn.   The campaign game offers a very nice build-up to the last dungeon with so many choices for upgrading your heroes at every level. A lot of your agony may come from those quiet times between dungeons when you have to commit to upgrading one hero over another, or buying one skill out of the three or four you really think are going to be amazing for you.  There is luck mitigation, which is very much needed if you roll 1's at the rate that I do. This is fact. This is known. I roll 1's like most people can take breaths.   That's the general gist of this playtester/developer's point of view of the game as it stands. This week, we're going through the expansion cards, proofing them, removing outdated keywords and concepts, and doing a few more playtests with them. We are shooting for getting the game and the expansions to the printer by the end of the year.

Update
over 1 year ago – Tue, Sep 20, 2022 at 12:56:35 AM

Soooo.... we've revised the tactical combat system. Again. The tricky part has been getting the feel of close-in melee combat, while keeping it consistent to Modern and WWII, while not favoring few or many heroes.

It has been a challenge to say the least.

The good news is, we think we have it solved.

We'll know this coming week during playtesting.