|
Post by dougeye on Jan 9, 2016 12:04:06 GMT -5
Could have done with a few apoc size D blasts to thin the hurd I think going back to combats with multi assault just decide which boys are going to attack which unit, then charge / pile them in accordingly. don't worry about unit coherencey during the assaults themselves, but as far as im away you must consolidate / move as soon as you can back into unit coherency. this makes the individual combats easier to manage as single entities, the green tide wont run from combat anyway tbh so just keep a tally of wounds and work out if the other side passes leadership etc based on wounds taken. I think lol
|
|
|
Post by cheminhaler on Jan 9, 2016 15:32:38 GMT -5
One of the problems we had was that the horde started to thin out just before my captain died so we just decided to move all the combatants to within coherency range. Maybe you're right, though, and we should have left it as is, until the combat ended (i.e. never). This would have fractured the tide into 2-3 units until they could get back together and made gaps in the line for other units (though there were really none left at this point) to pass through.
If my captain actually challenged the warboss at any point then Tread's HQ would have had to have teleported himself to the other side of the table. Or surf on his tide of greenskin boyz. It would have looked surreal.
|
|
|
Post by dougeye on Jan 9, 2016 16:08:56 GMT -5
If say group a of boys have finished combat and group b are still engaged I've seen people move the group a 3 inches towards the nearest remaining combat at pile in time. Clunky I know but works apart from as I think you were saying a unit gets between them. As for challenge yeah its not realistic but you just swap a boy with warboss next to the char being challenged.
|
|
|
Post by treadiculous on Jan 9, 2016 17:13:22 GMT -5
Doesn't the challenge ruling require models to move toward one another?.. maybe not.
Unit coherency was kept by the orks though it was weird and slowly became harder, the pile in move did allow the horde to shuffle boys around each assault phase but still feel slike a big gap in the rules, thankfully we're not a serious bunch!
|
|
|
Post by dougeye on Jan 9, 2016 17:25:43 GMT -5
Na I think you just swap the challengers positions strait away not move them towards. Otherwise it could be a few combat turns before they get to fight the challenge. Anyways like you say in in the most important part as long as all parties agree.
|
|
|
Post by cheminhaler on Jan 13, 2016 15:13:27 GMT -5
We have to fight this thing again, regardless of how bent the rules were.
Can you only use boyz or add any unit into the Tide? Grotz are cheap but suspect they wouldn't help, except as extra, super-cheap wounds.
|
|
|
Post by emptyhat on Jan 13, 2016 15:41:48 GMT -5
Just boyz and what you can join through the normal means, like with IC. Fight it again with the same lists? I'm not convinced it was really worth the set up time of putting my models on the table.
|
|
|
Post by cheminhaler on Jan 13, 2016 16:22:17 GMT -5
Not with the same lists, not necessarily with the formation either.
There must be other efficient ways of playing infantry hordes of orks. With multiple CADs you could just as easily have many mobs of 10-15 boyz and just attack in waves, benefitting from the charge bonus with locked units. Plus you'd have to take more HQs, so that would be more painboyz or big meks with kustom force fields. If mobz are only 10-15 strong then you won't lose as much from a failed morale test as you would with a larger mob of 20-30. Of course, for kill point games, like the one we're planning soon, it might be better to do the reverse; larger mobz to give away fewer kill points.
|
|
|
Post by emptyhat on Jan 13, 2016 17:05:57 GMT -5
The thing that makes GT good is avoiding moral checks and thus losing models to mob rule and/or ground to falling back. Green Tides aren't unstoppable by anymeans, especially if you know you'll be fighting it. But when it ties up so many of a players force in one unit then at least one of the players is going to have a very dull game. Imagine if those couple of 6s for move had been 1s and combat didn't start till turn 4. When x% of your list is one unit then the game is going to be pretty dodge. Like an 800 point Stompa in a 1000 point game and the remaining 200 points are inside it. Or the same with a Baneblade. /whining
|
|
|
Post by treadiculous on Jan 13, 2016 18:51:28 GMT -5
I think I see what Chemin is getting at here, the cinematic vision of a sea of orks charging forward into the enfilading fire of humanities best (purple) warriors.
regardless of whether it was a green tide or was some other means of justifying a huge number of infantry the appeal remains - can you shoot enough before they get close?
it could be played with smaller squads and have a rule that units which fail leadership are cut down by their own kin - the ranks behind are so charged with blood lust that a few words from their boss nob is all it takes to have the greenskins kill the fleeing mob.
however, this becomes a game rather devoid of tactics unless there is something more significant which can be effected by the players - some kind of narrative which makes the whole thing more dramatic or some kind of game mechanic which balances risk against reliability - emptyhat has created such a game and play tested it too.
what i'd love is to create a true battlefield in which units start miles apart and must slog their way across no mans land, the battlefield would be so big that both armies would be fully out of range of each other (apart from basalisks) and this would create interesting deployment maneuveres as well as having infantry being shuttled about the place in transports... however, this would need a big space and a bigger amount of time!
|
|
|
Post by cheminhaler on Jan 14, 2016 15:44:16 GMT -5
Cityfight would be the main arena for infantry heavy battles; and the games usually have stratagems, which allow you to do unusual things with your infantry, like using sewers to deep strike a unit . I actually have the two issues of white dwarf with 2 cityfight missions (the rest are in the Pandorax campaign book apparently) and the cards with the stratagems. The only problem is I have to find them.. And finish my ruins.
The basilisks are too deadly at that range. The only counters are aircraft, which arrive a bit too late or drop pods. Luckily I've got the gladius strike force for these scenarios but its an entirely different army. Also I keep modifying it and need to base and prime that grav cannon/ replacement sgt/ brother Presley ASAP.
Maybe we could house rule a formation that gives the Ork infantry what they used to have - Fearless large mobz and the ability to 'mob up' if they fall back/ meet other remnant squads(wasn't that one from a really old codex?), as well as being Ob Sec and 2 x free WAAAGHs on top of your warbosses, but it has to be formed of 1 warboss, 6 - 10 ork squads of 15 - 30 and maybe a few extra options like a squad of nobz, or an optional squad of freebooter pirates. (?)
|
|