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Post by riot on Jun 10, 2014 20:56:12 GMT
yer we originaly tried 6", but Lano and I figured we could throw a grenade 100 yards.
The plan is the grenade deviates d3 when in LOS and d6 when in LOS (using the warhammer artillery die).
I have seen a 9mm bullet stopped by a wet blanket at 150 yards so we figured it should be 12" for both. If you fancy a play test friday we can see how it looks on the field of play.
I can bring 4 teams done and see how it works with more players.
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Post by winstonsmith on Jun 10, 2014 21:01:55 GMT
Guess I was thinking about how I threw a cricket ball at school, sport was never my thing!! Happy to play test but can't make this Friday.
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Post by macca on Jun 11, 2014 13:25:48 GMT
Yes grenades are traditionally close combat weapons!
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Post by macca on Jun 11, 2014 13:30:49 GMT
Also you have to pull the pin wait and then throw as grenades had a long fuse time! Not that Hollywood chuck, run and boom! Also try throwing a grenade at someone 100yards away and then watch as they run out of the way if you are
1 accurate enough under fire to throw it 2 don't get shot whilst planting your feet and taking the time to make that big arching throw!
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Post by riot on Jun 21, 2014 18:33:38 GMT
my 5 Ork squad is HEREYou do not need to field painted minis now but youe minis will be worth more when they are removed
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Post by riot on Jul 20, 2014 15:09:18 GMT
knocked out the Pat Sharps this Saturday. I will be playing the Orks but someone else is welcome to use them. Do not have a grenadier for this lot so you will have to provide your own if you want one.
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Post by riot on Jul 24, 2014 20:44:04 GMT
ok i have the rules set out for tomorrow but once again I am unable to attach them to the forum.
Will print them out for tomorrow.
You need 8 dice and your team if you have one.
I have about 3 teams available for people to play with if you are unable to supply your own.
Kiraya I will text Jiri tomorrow if I am free (which is looking pretty good at the moment).
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Post by riot on Jul 27, 2014 21:31:44 GMT
Hi folks,
After Fridays game and Saturdays re run (which was a little less frantic), a couple of things were really evident;
1) the Sniper is crazy killy,
in my original idea I envisinged the sniper finding an early vantage point and sniping away until every one moved out of range or flanked the sniper forcing it to move and reducing its effectiveness.
I also intended to limit the entire team to 20 rounds of ammo which had to be shared BETWEEN the team, this would have meant that the sniper would have to be really sure of every shot or risk running out of ammo.
2) the grenadier is not as effective as I wanted.
The idea was to have the grenadier lobbing grenades through windows and over walls, basically making kills that no one else could (due to LOS restrictions) and flushing opponents out of cover. Basically that did not happen.
Now i'm thinking grenadiers can also pop smoke (as part of their 6 grenades), this will block LOS and open rat runs for his team mates.
I was also thinking that figures hit by the blast of a regular grenade i.e the grenadier rolls a 5+ (not necessarily wounded by the grenade) is Knocked down by the blast and MUST spend 1AP to stand up next activation.
3) the medic is useless!
I am now thinking of adding an additional "MEDIC!" command card. It must be declared in your turn but will allow you to activate your medic at ANY time with 4 AP's and No movement restriction. This could allow it to rush over an apply emergency first aid to save a figure being killed, or sacrifice themselves by rushing in front of a team mate and opening up in full auto, basically opening themselves up to any retribution.
4) the breaker armour save.
some of you suggested upping the Breakers armour save to allow it to survive its charge to get into combat.
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Post by riot on Jul 27, 2014 21:41:22 GMT
4) the breaker armour save.
some of you suggested upping the Breakers armour save to allow it to survive its charge to get into combat.
I originally said that I entended to put a limit on Ammo, again this would bring the breaker into its own in the later part of the game where melee would be the only real option to finish off someone in the end game.
I also thought that the Breaker would hang back shielded by its team mates before rushing through using "go, go, go" or "fire and manouver" to finish off any opponents surviving the hail of fire.
5) the initial set up.
With 8 players there was not enough neutral ground to deploy in.
Now I'm thinking every one has to declare a entry point (which can be any where on the table) and people are teleported in before the first turn. We all roll scatter die and any one landing off the table recieve one wound to each figure and have to reroll the scatter die again.
this will stop people camping on the edge of the table from the first turn and allow more of a equal deployment.
6) Camping
I am worried about people finding a safe spot and camping for the game opening up on full auto on any one approaching.
I orgiinally intended the game to be a fast paced game of fire and manouver with figures running around like looneys. This was one of the reasons I wanted to introduce a ammo limit as once the ammo is used up players will be forced to break cover in order to make kills.
What do we think?
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Post by Raven on Jul 27, 2014 23:51:14 GMT
1) I like the snipers. Limiting the ammo to share between the team is a clever way of nerfing them without lowering the fun. 2) Rat runs is an intentional pun? The smoke granade, how long will it last, what will be the size? 3) Medic is useless. 4) If I remember correctly, Breaker had AS of 4+, giving him 3+ should do the trick. 5) Teleported? A plane flew over the battlefield and deployed them. 6) Campers will be beaten up (except me ) Again, the ammo limits sounds like a good idea. The ammo could be limited to lets say 30 rounds, where every die represents one round. The player could decide how many dice up to the limit he wants to use (Sniper full auto up to 5 dice). Thus one round of full auto will cost you 21 rounds.
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Post by riot on Jul 28, 2014 7:27:43 GMT
"The ammo could be limited to lets say 30 rounds, where every die represents one round. The player could decide how many dice up to the limit he wants to use (Sniper full auto up to 5 dice). Thus one round of full auto will cost you 21 rounds."
really like this idea!
I have just looked at the profile cards and every figure has 15 ammo boxes, how about if EVERY figure was armed with 15 rounds and each die represented one round?
That way every team gets 75 rounds of ammo
with the sniper the 5th dice just represents it taking the time to aim for the kill shot.
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Post by macca on Jul 28, 2014 17:04:29 GMT
What about ammo grabs, if you defeat your opponent in hand to hand you can grab his remaining ammo to redistribute to your team? Could be an incentive to get your breakers into melee.
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Post by riot on Jul 28, 2014 17:19:02 GMT
maybe but you have to try and explain this rule to liam!
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Post by Raven on Jul 28, 2014 19:42:32 GMT
What about ammo grabs, if you defeat your opponent in hand to hand you can grab his remaining ammo to redistribute to your team? Could be an incentive to get your breakers into melee. I can imagine round one, Liam has no figures left and the rest of players scavaging the remains....
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Post by Raven on Jul 28, 2014 19:50:51 GMT
I have just looked at the profile cards and every figure has 15 ammo boxes, how about if EVERY figure was armed with 15 rounds and each die represented one round? That way every team gets 75 rounds of ammo with the sniper the 5th dice just represents it taking the time to aim for the kill shot. So sniper on full auto has 5 dice but uses only 4 rounds. Sounds fair. 15 rounds per figure, means that at round 7 most of figures will be without ammo unless they scavenge or hold fire... Could make the game interesting. Final showdown would be snipers trying to club other snipers with the a scope.... Skavengering the dead would mean leaving the figure on the table until nothing is left of it, or some sort of a marker. Leaving the figure laying on the table could confuse some players if the "knocked down" rule would be in effect.
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