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Post by mccaptain on Feb 6, 2017 19:04:00 GMT -5
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Post by emptyhat on Feb 7, 2017 0:14:33 GMT -5
That table just looks so insufficient for the armies deployed. But hey, whatever floats your boat in the blood of the vanquished.
edit: those Imperial Fists look really good.
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Post by Major Downer on Feb 7, 2017 3:06:37 GMT -5
I counted nine Basilisks, That's a good amount of shelling.
Who won it?
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Post by treadiculous on Feb 7, 2017 8:21:09 GMT -5
that's a lot of valkyrie and baneblades!
looks like a nice space you have to play in there too.
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Post by nutty on Feb 7, 2017 11:11:27 GMT -5
Bit cramped for 8k, but those games can be fun every once in while.
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Post by mccaptain on Feb 8, 2017 0:25:58 GMT -5
IF/Elysians won. Tabled the Titan/6 Banblade etc. armored company in 2 turns.
Lysander killed the Titan. 20 assault marines killed 9 Ogryns and 6 basilisks in one Round of CC. Knights killed 4 baneblade turn one.
Was a fun game but quickly became one sided. Board was about 12ft long.
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Post by treadiculous on Feb 8, 2017 10:21:22 GMT -5
do you want my rules for running RTS 40k games on 12ft long tables?
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Post by mccaptain on Feb 8, 2017 21:48:59 GMT -5
do you want my rules for running RTS 40k games on 12ft long tables? Yes please.
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Post by treadiculous on Feb 9, 2017 11:21:46 GMT -5
I have a thread in this section which details the rules I used in recent game,
essentially I ran the game based around these principles:
1) no units are deployed at the start of the game, scout, infiltrate and deep strike are not available (though you may feel differently).
2) units are bought with points that each player earns, I have found 70 points per player per turn works well - with additional points earned by capturing resource points.
3) resource points bring in an additional 15 points for each one captured, I spread a total of 18 across the 12ft table, none of which were within 12" of the short edges.
3a) 6 of the resource points were maelstrom objective, however these can give players very difficult missions to accomplish (might be easier if units can deep strike).
4) units bought by players are able to enter the table via their short edge of the table, due to the range of most weapons this means the first few turns are just movement.
5) i used a tech tree to steer the players into making fluffy armies; ie guard would have to deploy infantry before support units, orks would deploy kans and dreds before stompas.
5a) the tech tree is capped in a way that forces players to spend a certain amount in each tier before gaining access to the next teir
6) players were able to bank points for use in later turns
7) locations were created in the centre of the table which enabled an additional deployment area for infantry if they were captured by the correct unit.
8) an off map airfield was available to each player in which they could repair and reload any aircraft they had bought,
8a) aircraft had to enter from the short edge but could enter ongoing reserves by flying off table during controlling player turn.
things I found really useful:
creating a chart / table for each player to record their points income and expenditure on (useful for when another player is like "what! how'd you get that!").
having a 'dead pile' for each player so there was a record of their kills
simplifying vehicle damage to glancing hits and explodes result only, and having markers for hull points and wounds lost
simplifying morale so that units go to ground rather than running away, (more details of this are in my RTS rules post)
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Post by mccaptain on Feb 9, 2017 14:32:10 GMT -5
Will have to give those rules a try. How long have the games run? Victory conditions? And I've looked through your threads, looks like great fun.
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Post by cheminhaler on Feb 9, 2017 18:03:44 GMT -5
The drop-podding fist picture with the Valhallans looks mad. It must have been intense dropping in with all the terrain and units on that table.
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Post by treadiculous on Feb 9, 2017 19:04:11 GMT -5
yeah, those warriors of Dorn look cool stomping in over the trench wall!
we found the first few turns go really quick, and then it becomes more of a standard 40k game size as casualties and reinforcements tend to balance it out.
As for victory conditions, we felt that the winner was the player who got most kills, but awards were given for various other things (such as most resource earned, fewest casualties, most maelstrom victory points earned etc).
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Post by mccaptain on Feb 14, 2017 13:09:02 GMT -5
The drop-podding fist picture with the Valhallans looks mad. It must have been intense dropping in with all the terrain and units on that table. My ally took the strategem that allows one turn of all friendly models DS with no scatter.
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