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 Orkz! tell your boss you have been beaten by 32nd Harakoni:D

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Hayden



Posts : 5
Join date : 2009-08-01

PostSubject: Orkz! tell your boss you have been beaten by 32nd Harakoni:D   Mon Dec 14, 2009 8:08 am

Just some photos from yesterday game for other players not much to say IG wins i will post list later both are mine squads:D



























anyway i will write up report later when my opponent send me list by ICQ
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Mordheimer



Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)

PostSubject: Re: Orkz! tell your boss you have been beaten by 32nd Harakoni:D   Mon Dec 14, 2009 9:14 am

COOL! Loved the 1st building! Pure win! I can wait for the battle report. Smile Also, how did you find the game (system)? Did you had any problems learning to play?

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Hayden



Posts : 5
Join date : 2009-08-01

PostSubject: Re: Orkz! tell your boss you have been beaten by 32nd Harakoni:D   Mon Dec 14, 2009 9:18 am

Mordheimer wrote:
COOL! Loved the 1st building! Pure win! I can wait for the battle report. Smile Also, how did you find the game (system)? Did you had any problems learning to play?


nope we are also mordheim players so there was no problem with rules. but we change some rules we will be rewriting losts of rules but anyway we will be sending you some suggestions also we decided that assaulting models gets 1+A like in 40k because we created some custom squads which are specialised on close combat and can be owned by squad like orkz
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Mordheimer



Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)

PostSubject: Re: Orkz! tell your boss you have been beaten by 32nd Harakoni:D   Mon Dec 14, 2009 1:24 pm

Hayden wrote:
... but we change some rules we will be rewriting losts of rules but anyway we will be sending you some suggestions also we decided that assaulting models gets 1+A like in 40k because we created some custom squads which are specialised on close combat and can be owned by squad like orkz
I'm glad you had no problem learning the game. If you play Mordheim or Necromunda you have 85% down... its the little things that will get you! Wink While you are free to change any rules you see fit (and we will be very happy to get any suggestions), be careful when you tweak things around. We already consider and tested many things, some simply do not fit while others just change the type of game. For example, adding a +1 Attack to anyone who initiates Assault (Close Combat) was suggested and tested. The end result was that the game was changed to an 'assault' game, resulting in those with speed (who can make it to Close Combat first) gaining the upper hand.

Instead of a massive ubber amount of attacks (like 4 per model Shocked ), the Critical Hit resolves a mathematical simile; a Gretchin can take down a fully equipped IG Captain! In 40k there is no concept of a Critical Hit. As a matter of fact, the combat is simplistic (at best)... you hit, you wound, you fail a Save, the model is dead. For us, there are MANY opportunities of survival as well as massive damage. When you fail a Save you are not 'dead'... you may be Knocked Down and stand up next round to keep on fighting. If you have other allies on that fight, you can not be targeted. Messing with this delicate balance does change the game.

Take an Ork Mob with a Nob, 2 'Ard Boyz, 1 Sneaky Boss (2 Attacks each) and 10 Boyz (1 Attack each). Now call upon the power of the Waaagh! and they are all within range, so they will Charge 10". Officers will have 3 Attacks, while Recruits will have 2 Attacks each; add to that that they have First Strike, because they are Assaulting. So in this DEADLY example, the Officers (with great HtH stats) have 15 attacks and the Boyz have 20. If you add your House Rule, that would be 20 attacks for Officers and 30 for Recruits. Games will degenerate to get Close, call upon Waaagh! and finish the game. I grant you is fun... but only for the Ork player. With so many attacks (4 per Officer) your chances for Critical hit increase substantially, and experience players will maximize results. No other Squad in the game can match that sheer number of attacks... especially since all the Orks have T4! Not convinced? We tried with the Eldar. Their Charge range is usually 10"... usually they tend to shot and run, to shoot some more. Because they could gain a +1 A, in our tests, the players changed their tactics to shot, wait and assault. Since the power was on numbers of fighters assaulting, even the Guardians jumped into the melee. Not very Eldar like, but effective in combat. If we have left the +1 Attack when Assaulting (just because 40k has it) it would be evident to many that is completely Cheese .

Everything that we have done are balanced among each other as well as WiP Squads. Some of the incoming Squads are BRUTAL when they Charge... and their temporary boost is not an additional attack. An additional attack really messes with the Critical Hit Tables... which is designed so weaker fighter can take down powerful opponents.

I understand you and your group trying to 'adapt' some 40k rules... but you must remember that this is not '40k-with-fewer-models'. Instead it is a whole new beast. There are subtle changes that flip playability without the players noticing. By its nature, 40k is about sheer number of dice to 'equalize units'. Tyranid Gaunts can take down a Space Marine Chapter Master... 72 twin-linked shots (re-rolls failed to-hit) with living ammo (re-rolls failed to-wound) will make sure of that... regardless is a S3 weapon. If you add Critical Hits, they could take down tanks. :twist: Only I could dream!

Another example of a subtle change is the Declaration of Charge at the beginning of the Turn, but not moving the model. It really simulates Overwatch without the "I won't move until you move" collateral damage (that makes for long and boring games.) Same thing goes for weapons and Special Rules... little things that add up to a very different game. So... change stuff away you guys want and have fun... just be careful! Very Happy

On your comment about specialized Close Combat units... cool! Cool Again, be careful. That Ork Toughness is a pain to balance... and intelligent players will move out of sight. Once you get close, a WS4, S4 & T4 with an Armor Save of 5+ is just plain abusive. My recommendation is to make the unit a Hired Gun, so you can test it out.

_________________
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The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

DoZer Flamethrower Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work!

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Da Bank



Posts : 2714
Join date : 2009-07-28
Location : Fort Myers, FL (USA)

PostSubject: Re: Orkz! tell your boss you have been beaten by 32nd Harakoni:D   Mon Dec 14, 2009 7:48 pm

Awesome! Thanks for sharing some pics but please no more "crotch shots". LOL.


This is the Emperor's army not the Queen's Navy. Shocked
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Hayden



Posts : 5
Join date : 2009-08-01

PostSubject: Re: Orkz! tell your boss you have been beaten by 32nd Harakoni:D   Wed Dec 16, 2009 4:16 pm

well we also changed that close combat strikes in initiative order instead of first strike so far it works and other changes in rules but we want to say keep good work:)
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Mordheimer



Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)

PostSubject: Re: Orkz! tell your boss you have been beaten by 32nd Harakoni:D   Wed Dec 16, 2009 5:33 pm

Thanks.

On Initiative... see how it works for you. We basically managed to quantify and qualify aspects from Mordheim and Necromunda (in 4 basic rules). The First Strike rule stimulate players with units with low Initiative to Charge. Removing it will put Eldar in a direct advantage over most Squads, as well as minimizing Diving Charge (you have to pass the Test, and if the enemy has higher Initiative, he could still defeat you.)

All in all, I would say play a short Campaign (10 games) with the rules as written, then comment on what you like and don't like... and what you would suggest to change (and why!) Lots of the stuff you may try to change 'to see how it works' we may have already broken (like adding +1 Attack above... which BTW, if you mix with Frenzy or Hatred is becomes INSANELY BROKEN!) Pushing the boundaries is a great thing, but some of us feel that changing stuff before testing it out fully would be the equivalent of changing 40k rules after the first couple of games, just because I have some experience with WHFB. It may look similar, but deep down they play very different games.

I'm just saying. Wink

_________________
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The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

DoZer Flamethrower Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work!

.
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Da Bank



Posts : 2714
Join date : 2009-07-28
Location : Fort Myers, FL (USA)

PostSubject: Re: Orkz! tell your boss you have been beaten by 32nd Harakoni:D   Wed Dec 16, 2009 9:10 pm

Glad you are playing the game and agree with what Mordheimer noted, if not it is your campaign so adjust to your needs like we all do with Mordheim. The main thing is you see it is a very playable game.
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PostSubject: Re: Orkz! tell your boss you have been beaten by 32nd Harakoni:D   Today at 1:47 am

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