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| Dark Mechanicum vs Imperial Guard and Orcs | |
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+3the_real_Deus Da Bank styggisen 7 posters | Author | Message |
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styggisen
Posts : 130 Join date : 2010-05-06 Location : sweden
| Subject: Dark Mechanicum vs Imperial Guard and Orcs Wed Jul 21, 2010 5:23 pm | |
| Hi, took some pictures last night that I thought I share. It was a threesome, me, mordoten and some other guy mordoten played his now fairly experienced Orcs with a newly and lovely painted sneaky boss I played a freshly made Imperial renegade squad with a mechanicus theme. (robotics instead of mutations) The other guy played his second game with some regular Imperial guardsmen. The scenario where Governor assassin and we (the aggressors) started in two separate corners to give the defender some slack as he was facing two teams The game went quite fluid and we all had some fun. As usual a lot of the dice were like this When the game ended it turned out to be the guy who had taken his refuge with me that was the real deal. ( I even manage to carry him of the board ) Some pictures: Starting positions. The Dark Mechanicum advance from one corner and the lousy Orcs from the other. The poor IG tries to concentrate its forces on the DM, a very bad choice The IG tries to threaten a governor to go the other way, but he thinks the DM looks sooo friendly he just have to say hello A guardsman taking cover behind the soon to be pump stationFirst turn: DM is advancing and the IG tries to escape to the right. Notice that the sneaky orcs is nowhere to be found Oh, there they are, hiding... The sneaky boss emerges, trying to draw some blood but the dice says no.The real governor runs towards the DM only to be greeted with bullets and a knife The sneaky boss and his friend failed to notice the flamer guy round the corner, but they failed to get roasted. Turn 2(or 3) some orcs is finally emerging from their hideouts. A lot of bullets is fired but nothing happens for anyone.The weirdboy (with the red wire) is acting as a sharpshooter, taking away no less then three IG before the game ends The IG tactic to try and escape to the right is almost a successAlmost (three DMs has manage to cut 'em off)The sniping weirdboy is to much for the IG forcing them to rout, leaving the poor govenors to their fate...The orc warboss and DM's Huge mutant meets in a clash of the titans, a servitor sneaks in and deliver the final blow to the last governor thus ending the game.Will be adding some more stuff to the report tomorrow... Conclusions: Everyone is fairly happy with how things work by now but the next time we won't be playing with three different opponents. We will be making two teams instead so we can speed up play some and better see how things turn out. Some questions that came up during the game will be starting new threads if needed to clear these things out but I feel like I've started too many right now so I'll wait a little In the scenario, does the defender control the govenors (exept movement) if no one is around? We played it like that but the wording is a little vague. When you move in and gain total control it says that you may "walk" with him. Does this mean no running? We thought it would be to hard for the defender to get them to safety so we let him run they have M3 so unless they run it will take forever to reach the edge. If you roll "lads got a talent" does the group that gets left behind get to roll another advancement rerolling lads... or is that it? (like in another not to similar game) If my Eldar wishes to sell their shotguns which they found in another battle, can I choose to sell them as renegade shotguns? (they are more expensive ) Why is'nt equipment counted when you calculate the team rating? two IG with boltguns and mesh armor is probobly more feared than two with +1 Ld? (We are all bloodbowl players so we tend to use the teamrating to see whitch teams to fight with to get a "fair" game. The poor Grots cannot have any equipment , even the grot blasta lacks the "grots only" characteristic The whole Large/small +/-1 only in shooting seems wrong. We know there are stuff going on in this department and hopes that it will be revised to a +/-1 in hitting only and dropping the +/- 1 to wound... thats about it. We had fun and the Dark Mechanicus were victorious! /styggisen
Last edited by styggisen on Thu Jul 22, 2010 2:00 am; edited 1 time in total (Reason for editing : added more info) | |
| | | Da Bank
Posts : 2724 Join date : 2009-07-28 Location : Fort Myers, FL (USA)
| Subject: Re: Dark Mechanicum vs Imperial Guard and Orcs Wed Jul 21, 2010 6:26 pm | |
| Awesome!!!! I love the pics and the narrative of events. Great work!
This is why I like your feedback on the game. | |
| | | the_real_Deus
Posts : 97 Join date : 2010-04-22 Age : 43 Location : Göttingen, Germany
| Subject: Re: Dark Mechanicum vs Imperial Guard and Orcs Thu Jul 22, 2010 4:44 am | |
| Really nice report! Three player games are always hard to balance the right way. You seemed to manage that quite well. Is there a thread about your Dark Mechanicus? I'd like to see and read more about them for I'm a great fan of everything Mechanicus-related. Even if it is about the dark side And please make more threads with questions. Exactly for that we have this forum! btw: The IG-shotgun costs 6/24, the IR-shotgun 7/21. As always the IR-stuff is cheaper but harder to get. Thought of the day: Forgiveness is a sign of weakness. | |
| | | Skraag
Posts : 166 Join date : 2010-03-22 Age : 45 Location : Goettingen/Germany
| Subject: Re: Dark Mechanicum vs Imperial Guard and Orcs Thu Jul 22, 2010 4:50 am | |
| Nice report with lots of pitcures and lots of text. Great | |
| | | styggisen
Posts : 130 Join date : 2010-05-06 Location : sweden
| Subject: Re: Dark Mechanicum vs Imperial Guard and Orcs Thu Jul 22, 2010 5:22 am | |
| Thx @Deus You can see some here link but I'm about to start a new "Mechanicus only" thread - Quote :
- btw: The IG-shotgun costs 6/24, the IR-shotgun 7/21. As always the IR-stuff is cheaper but harder to get.
A small typo slipped in, I want to sell the shotguns for 12 not 10 /styggisen | |
| | | DeafNala
Posts : 1158 Join date : 2009-07-16 Age : 77 Location : Horseshoe Bay, Texas
| Subject: Re: Dark Mechanicum vs Imperial Guard and Orcs Thu Jul 22, 2010 7:29 am | |
| OH BABY...PHOTOS! The Pump Sation is a VERY cool WIP piece. GREAT STUFF! | |
| | | Mordoten
Posts : 138 Join date : 2010-03-07
| Subject: Re: Dark Mechanicum vs Imperial Guard and Orcs Mon Jul 26, 2010 5:46 pm | |
| Yes, my sneaky and shooty orks. When i play them like that they perform awesome! Maybe they're Space Marine Scouts in disguise... | |
| | | Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Dark Mechanicum vs Imperial Guard and Orcs Tue Jul 27, 2010 12:43 am | |
| styggisen: Thanks for such a WONDERFUL report! Specially since I know it was so hard to write! Heheheh... evil computer! Your PUMP STATION is great! Paint it if you can... I think the construction is SUPER imaginative. Bendy-Straws... ha! GENIUS! I love the Sneaky Bosses... my fav units! Not because they are my design... but because my Sneaky Boss got into character right away! More important... GREAT FEEDBACK! Make sure they are in their respective threads. Few points... - In the scenario, does the defender control the governors (except movement) if no one is around? We played it like that but the wording is a little vague.
While you are right, and the Scenario WILL benefit from a touch-up, there is no need for anyone in particular to 'control' the NPCs. Anyone can roll for them, but usually the person who is NOT attacking roll for their CC attack backs and Saves.
- When you move in and gain total control it says that you may "walk" with him. Does this mean no running? We thought it would be to hard for the defender to get them to safety so we let him run they have M3 so unless they run it will take forever to reach the edge.
This is true for EVERYTHING of this nature in TLRB... I'm OBSESSED by this. It it says 'move', then the fighter may Walk or Run (or Fly). If it says 'Walk', then it is WALK... not Run. Notice that I capitalize the word walk, run & fly because they are not used as grammatical verbs, but as Proper Names of Types of Movement. I also italicize them, to make a point that these are game terms. From now on, take the Terms as they are written.
Now... you are suggesting to let the player to Run with the surrogate/governor? To be honest, in our play-testing we never got a chance to Run with them... it was a nice ambush, and those who had space to Run, actually moved closer to the Orks... so they died first! It was such a GREAT game, that we are afraid of playing the Scenario... it would never be THAT cool! Hehehe... I will take your feedback to heart, and make me a note for the revision, so we can discuss with others. THANKS! See, people? Feedback is what we need to fix !!!
- If you roll "lads got a talent" does the group that gets left behind get to roll another advancement rerolling lads... or is that it? (like in another not to similar game)
Put this in its own thread... very important!
- If my Eldar wishes to sell their shotguns which they found in another battle, can I choose to sell them as renegade shotguns? (they are more expensive )
Sneaky!!! You are right.. this is a whole. Please put this in its own thread... very important!
- Why is'nt equipment counted when you calculate the team rating? two IG with boltguns and mesh armor is probobly more feared than two with +1 Ld? (We are all bloodbowl players so we tend to use the teamrating to see whitch teams to fight with to get a "fair" game.
I love when intelligent people arrive to our same points of discussions! You are unequivocally correct, Sir! We have been trying to figure out a simple, yet more accurate way to calculate Squad Rating. This is a legacy from Mordheim; the game uses few weapons, so the amount of equipment does not makes such a big difference. In , things ARE different. You could have a crappy unit, armed as a tank (this is the case of veteran IGs), so equipment DOES make a HUGE difference. So, equipment should be entered in the calculations.
To be honest, I do not know if this revision (as well as the under dog table) will make it to the upcoming version of TLRB... but you are 100% correct. If you have further comments, feel free to make its own thread (hint, hint!)
- The poor Grots cannot have any equipment Sad , even the grot blasta lacks the "grots only" characteristic
And who told you you could NOT buy a Grot Blasta for an Ork Boy? Just kidding... you are right. I just fixed this on TLRB. I also added the Combat Knife. Any other thing I screw up with our favorite comic-relief critters?
- The whole Large/small +/-1 only in shooting seems wrong. We know there are stuff going on in this department and hopes that it will be revised to a +/-1 in hitting only and dropping the +/- 1 to wound...
Hehehe... one thing, you are persistent! That ant-hill you stirred was a colony of Siafu Ants!!! We are still debating. So far, the inclination is toward simplification...
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| | | Skraag
Posts : 166 Join date : 2010-03-22 Age : 45 Location : Goettingen/Germany
| Subject: Re: Dark Mechanicum vs Imperial Guard and Orcs Tue Jul 27, 2010 3:00 am | |
| - Quote :
- Why is'nt equipment counted when you calculate the team rating? two IG with boltguns and mesh armor is probobly more feared than two with +1 Ld? (We are all bloodbowl players so we tend to use the teamrating to see whitch teams to fight with to get a "fair" game.
I love when intelligent people arrive to our same points of discussions! You are unequivocally correct, Sir! We have been trying to figure out a simple, yet more accurate way to calculate Squad Rating. This is a legacy from Mordheim; the game uses few weapons, so the amount of equipment does not makes such a big difference. In Death Squads , things ARE different. You could have a crappy unit, armed as a tank (this is the case of veteran IGs), so equipment DOES make a HUGE difference. So, equipment should be entered in the calculations.
To be honest, I do not know if this revision (as well as the under dog table) will make it to the upcoming version of TLRB... but you are 100% correct. If you have further comments, feel free to make its own thread (hint, hint!) Necromunda accounted for equipment in the squad rating so it shouldn't be too difficult to add - maybe the underdog scores need adjustment after that but that's about it | |
| | | Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Dark Mechanicum vs Imperial Guard and Orcs Tue Jul 27, 2010 1:05 pm | |
| Thanks for the tip! We will take a look at Necro! | |
| | | styggisen
Posts : 130 Join date : 2010-05-06 Location : sweden
| Subject: Re: Dark Mechanicum vs Imperial Guard and Orcs Wed Jul 28, 2010 2:35 am | |
| @mord In this scenario we played 2 against one so the attackers deployment was altered to two corners, giving the defender some slack. Still with M3 they are really slow... We also gave total control to the defender, even let him use the governors pistols in ranged combat, reading your comments I guess that was "wrong" But like I said before the defender was outnumbered so... Also on the teamrating I agree with skraag, just add the cost and perhaps the rarity rating and thats it Will be starting some new threads again... | |
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