![]() ![]() |
| DarkOne |
Jun 17 2012, 10:10 AM
Post
#21
|
|
Member ![]() Group: Veteran Members Posts: 452 Joined: 1-February 08 Member No.: 5,014 |
|
| BaronGustav |
Jun 17 2012, 12:43 PM
Post
#22
|
|
Member ![]() Group: Veteran Members Posts: 583 Joined: 2-May 05 From: Sydney Member No.: 1,556 |
Out sorry. Bathroom reno has started. I might be out for a month
-------------------- Knights of Santiago
(Codex Marine / Black Templar) Lions Pride (Dark Angels Ravenwing / Deathwing) Kampfgruppe Gustav 130 Panzer Lehr Division Active Member of the NSW Northern Knights |
| dvaston |
Jun 17 2012, 04:33 PM
Post
#23
|
|
Member ![]() Group: Veteran Members Posts: 1,924 Joined: 5-March 08 From: Sydney Member No.: 5,183 |
Thanks for the game Andrew & English. Things were going well for Jeff and I, until those bad beer crate things dropped on the table in turn 3 and nothing could move anymore.
-------------------- |
| kajh |
Jun 17 2012, 06:39 PM
Post
#24
|
|
Member ![]() Group: Veteran Members Posts: 2,354 Joined: 24-December 07 From: Pennant Hills, Sydney Member No.: 4,832 |
Thanks for the game Andrew & English. Things were going well for Jeff and I, until those bad beer crate things dropped on the table in turn 3 and nothing could move anymore. Thanks Dave and Jeff - didn't think we deserved the win - dodgy keg rule. Rather than just dribbling I should try to be constructive: the 'roll six to do anything' rule doesn't add much to the game tactics/strategy - it just basically shuts down the game at turn three. English and I were in the process of being reamed by Dave/Jeff and, when the strategic placement of the keg, 'turned off' enemy shooting and paralysed a lot of their army. (They, in return, paralysed most of ours which kept everyone alive and staring at each other - in once case two units inches away - until the end of the game.) Spearhead bunches everyone up to start and a couple of turns really isn't enough to spread right out. No skill involved, really - the radius of the effect (9") blocks a significant percentage of the approach to your deployment zone (and, in self-defence , the other team is likely to block most of the rest). Once the keggers come down, those units affected are out of the game (unless the dice gods favour you; seriously tongue-in-ear favour you). Battle points mean that you basically want to ignore those enemy units caught in the effect as drunk enemy units count for your battle points and killing them improves your opponent's position. I think this rule might have worked better if the effect was only for a turn or two or was easier to escape. Then it would have been a challenge to work around, rather than a game-stopper. Cya, Andrew. -------------------- Active member of the NSW Northern Knights Wargaming Club
Sorting my crap out: Imperial Fists Modelling Diary. A completed army for Tumult |
| Firefox |
Jun 17 2012, 09:58 PM
Post
#25
|
![]() Member Group: Support Veteran Posts: 880 Joined: 17-June 05 Member No.: 1,721 |
Thanks Dave and Jeff - didn't think we deserved the win - dodgy keg rule. Rather than just dribbling I should try to be constructive: the 'roll six to do anything' rule doesn't add much to the game tactics/strategy - it just basically shuts down the game at turn three. English and I were in the process of being reamed by Dave/Jeff and, when the strategic placement of the keg, 'turned off' enemy shooting and paralysed a lot of their army. (They, in return, paralysed most of ours which kept everyone alive and staring at each other - in once case two units inches away - until the end of the game.) Spearhead bunches everyone up to start and a couple of turns really isn't enough to spread right out. No skill involved, really - the radius of the effect (9") blocks a significant percentage of the approach to your deployment zone (and, in self-defence , the other team is likely to block most of the rest). Once the keggers come down, those units affected are out of the game (unless the dice gods favour you; seriously tongue-in-ear favour you). Battle points mean that you basically want to ignore those enemy units caught in the effect as drunk enemy units count for your battle points and killing them improves your opponent's position. I think this rule might have worked better if the effect was only for a turn or two or was easier to escape. Then it would have been a challenge to work around, rather than a game-stopper. Cya, Andrew. Good feedback, so I will change it as per Mono's earlier suggestions, a new version should be ready before next meeting. Regards -------------------- Founding and Active Member of NSW Northern Knights Wargaming Club
Best Ranking RHQ 40K ranking 20th Current Ranking RHQ 40K ranking 22nd TO for the Tumult 40K tournament |
![]() ![]() |
| Lo-Fi Version | Time is now: 22nd May 2013 - 04:21 AM |