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Spectre Senence
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Posts: | 2,380 |
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Post by Spectre Senence on Jul 30, 2018 19:22:33 GMT -5
Mark & I got a game in today. Imperial Fists versus Thousand Sons. Our Mission was to have more models on the objective in your opponents deployment and guard your own. I thought shooting was very tamed compared to Necromunda/ Shadow Wars Armageddon. With no pinning the highly armored models can really advanced and return fire just as effectively. The psyker is hard to stop but there isn't and psyker armies to have to deal with. Close combat is better in this game. Although I was surprised to see no bonuses for extra models so very 40kish. What I liked a lot was the phases of the game and the back and forth activation. There was a lot of stragety depth there. I saw things that I thought was odd or different from 40k but it wasn't necessarily bad.
For me the Primaris Marines are very strong in the game. The 2 wounds really makes a difference. Mark can comment on his force. The Reivers did well but it was my Sgt the Kill Team's leader that rocked. Curious was him and the other specialists do not get advancements for kills. Only the Fire Teams so it has a lot of interesting builds and campaign growth. Any thoughts?
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Post by Fabricator General on Jul 30, 2018 20:21:54 GMT -5
The rules are definitely different from 40K but the weapon profiles and special rules for the troops are all straight from 40K so it maintains its familiarity that way. The way target numbers are modified was different and a little confusing at first but we got into the swing of things after a bit. And I think we managed to force a lot of the different situations that might cause a rule question. The standard 3+ armor save stopped so many hits from doing anything that it was almost surprising when somebody got hurt. The wounding roll is simpler and deadlier than Necromunda or Shadow War. After being reduced to 0 Wounds, a modified roll of 4+ on a d6 and the troop is Out of Action. Generally it is a 50/50 chance instead of the 1 in 6 chance in NM or SW, and as you pile flesh wounds it gets easier to go OoA.
There is some surprising depth or strategy in some parts of the game, but also unexpected simplicity in others. It'll take some getting used to in order to see how the whole game shapes up.
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Post by Fabricator General on Oct 1, 2019 17:58:25 GMT -5
I had my first game with the Tau and I finally clicked with the rule-set. I guess enough time has passed that I've gotten past my preconceptions that frustrated me before, and I got a better understanding of how it actually works. It was a 3 player game and Carl and John were great teachers being patient with decisions and mistakes and answering lots of questions.
My ideas of high mobility and defense-in-depth worked out and I was able to remember my command points and different abilities. It certainly helps that they had divided attention and didn't get the full attention of either of them.
It was a great game that literally came down to the last die roll to see who won and I'm definitely intrigued by the idea of experimenting with the Tau more.
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Art
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Posts: | 593 |
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Post by Art on Oct 2, 2019 11:41:40 GMT -5
The Tau are going to have issues if they get engaged in hand to hand like my Necrons but they have the advantage of being able to overwatch more with good deployment. Glad it worked better for you, I'll be back next week and hopefully we can get more people in playing, looking at you John.....
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Post by Fabricator General on Oct 2, 2019 18:45:43 GMT -5
Oh, they are definitely going to get mauled in melee. And I haven't found any way (troop, weapon, artifact or tactics card) that will change that. I think my best bet is too stay close together for mutual support and try to make melee completely distasteful for my opponents. I need to focus on high mobility and mutual support to achieve and hold objectives. During the last game I got to two objectives really fast,during the Scouting Phase , but the die roll for one of them said that I had to hold the objective until the end of the game. I'd get 2 VP if could hold an objective against the Death Guard and Guinness Marines for 4 turns
I fell back on the objective and formed rings around it with my best armor on the outside and my most brutal guns setting up crossfires. Fortunately for me, I was far away from Carl and my turtle formation convinced John that it would be easier to wade into the Guinness marines instead of wading upstream into my guns.
In a 1x1 game, I'm going to have a much bigger challenge.
I won't be there next Monday, but I will be back to refine how to use them.
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Spectre Senence
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Posts: | 2,380 |
Joined: | January 1970 |
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Likes: | 61 |
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Post by Spectre Senence on Oct 4, 2019 1:12:08 GMT -5
Glad you enjoyed the game. It is a simple version of 40k with only a handful of models but the turn sequence is kinda cool mechanic. I also won't be making the following Monday as I got a Blood Bowl game scheduled at Diversions
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