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Lord Hanaur

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Everything posted by Lord Hanaur

  1. Tool bag lists forever! Long live the tool bag! Btw, does anyone like dartboard 40k? Its kinda like Highlander rules... only random.
  2. Ravenguard are the only space marine force i ever tried or liked. I havent played them in a long time. But id do shotguns and a powerfist on my scouts. Multimeltas on the storms in order to deal with the Imperial Knights and Astra Militarum artillery and such
  3. 7th edition is so cool. Just did my blog post on it. My schedule has been crammed but finally got er done. I think people who rage quit for whatever reasons they felt justified in doing so might come back. I hope so. Lot of cool dudes playing this game at points. Love to see it get back to maybe... 60% or so of what it was. No way you can please a guy thats just DECIDED to be angry. Cooler heads might saunter back though.
  4. OK. Not sure it'll matter a ton but i see that.
  5. The winning list was as follows: Chapter Master on Bike (Thunder Hammer, Artificer Armor, Shield Eternal) Kor'Sarro Khan on Moondraken 4 Command Squad on Bikes (1 Melta Bomb, 1 Storm Shield, 1 Thunder Hammer, 1 Apothecary) 4 unitts of 8 Bikes + 1Attack Bike (2 x Gravguns, Multimelta, sgt w/ Meltabombs) 1 Knight Errant
  6. Im thinking September is looking likely. Rewlly need to do it twice a year. :)
  7. Buildings are not units. So the one ibch doesnt apply, i beleive.
  8. So we all like to see what's shaking after a tournament, who won and who got what. Josh Sands stormed the field with his biker army, backed by the might of an Imperial Knight. He struggled at points, looking certain defeat in the face in some rounds as he came to know the quality of our local Generals, but somehow scrapped out win after harrowing win. His reward for Best General? $150. Not a bad bit of booty, that. Steve Tanzy brought forth his Eldar battle host with its Dark Eldar allies to menace the Imperium once more. He cut a bloody swath through his opponents, racking up incredible numbers of victory condition points in wins and in his loss. He narrowly missed his chance at the crown. Despite coming just short, he was rewarded for the magnitude of his hard fought rounds with the Eye on the Prize award and $60 which he spent to add the dread Crimson Hunter to an already fearsome list of threats.. It comes as no surprise that our defending champion of painting and conversion work should return to defend that title. Last time, Mike Matt won it with a breathe taking Grey Knight force, but this time came to play with his newly minted zombie army, replete with completely converted Heldrakes and led by none other than the fetid master of tyranny himself, Typhus. This force made it to the top table. But would he win what he really came for, Best Painted? YES HE DID! And the best kind of recognition is prizes, so we gave him $75 to spend on his new 7th Edition book set. Again Mike Matt is to be congratulated for his awesome work and we can't wait to see what he puts out next. At our last tournament, Scott Mason played his eldar masterfully, trading blows and giving as good as he got. He got edged out by the barest of margins for recognition of his excellent sportsmanship and ease of manner at our last event. He was not denied this time and was named Best Sportmsman by his appreciative peers. The $75 we gave him for that should help him invest in his future success. He also placed highly in general, winning two of his three matches. So it isn't inconceivable as he takes the measure of his foes, that he might end up in the winners circle soon… Thanks to everyone for attending. We gave 6th Edition a big fat shove out the door and future tournaments will be 7th edition. Goof Hunting!
  9. different Maelstrom missions handle it differently. Im sure theres no end to the variety of ways you COULD do it ChaosGerbil. Just try it out a couple times and let us know how those games go. At this stage Im so in love with what Games Workshop did with the missions I can hardly squee. But I did.
  10. Missions are ready, slight mods to them all to make it interesting. Mission 1: The Scouring Mission 2: Purge the Aliens, Secure the Area... with a Tzeench twist Missions 3: Crusade
  11. Not often enough to brand the whole thing with a broad brush I think we're going far afield here though. The base ruleset and the codex... that is the basic building block, the one everyone can agree on. If it says Codex or it's the main rule book, you use it and its understood. House rules and rules supplements are two different things. Now I come from the role playing background since 1984, only played Warhammer since like 2004. So for me, I'm used to rules supplements and am used to choosing which ones to use or not use. They're called supplements because they're NOT core and understood to be NOT necessarily part of the game. Just fun things you can add in if the DM allows it. In this case you play the roles of Co-DM's. So between the two of you you say we both agree to the core. And then we will both need to agree on anything outside it. Thats basically it. Cities of Death is addressed DIRECTLY in several codex's. Does everyone then have to use Strategems? Nope. Cities of Death is supplemental. So we just negotiate that between us. I see this as different than the house rules you're suggesting which are non-game related rules mods or restrictions. those have nothing to do with 7E or GW. That's on the players. In tournaments the TO is the DM so there's nothing to discuss. It's decided. You know. Come prepared. So if the tournament makes the discussion moot, and the NON-tournament effort-towards-fun makes the discussion short and cordial... Wheres the problem? Is it just an academic argument then? I feel it kind of is. This literally only ever comes up when someone is outta town, and playing in a non tournament game and the other player doesn't know you and doesn't care if you live or die and you cross your arms also. In that game, maybe. That's a lot of and's though!
  12. so just dont play with Lords of War when you play him and it'll be fine.
  13. This debate already existed and it isn't "7th Editions" fault. Most of it stems from the inclusion of Forge World and Escalation. The cards don't present much trouble in reality because the Maelstrom missions can be ignored if the players just want to play a normal game and a simple roll off takes care of things if they don't agree and want an impartial way to decide. Its only a PROBLEM when either a) you cross your arms and DECIDE you won't ever play it anyone else's way or b) there is no b. In a normal game, You're there to have fun and there's no prize other than bragging rights. A loss is just an excuse to play again. There's probably not a lot of acrimony over this honestly. I have already fallen in love with Maelstrom missions but would not care whether it was one or not. I'd play either way and most peoples lists will be built for normal missions and those lists work fine in maelstrom despite any theoryhammer assertions to the contrary. Even my wave of humanity list has played and won with only one transport and it never moves. Lol. And by the way... As i said... the Maelstrom Missions are a LOT of fun. Don't hate losing so much that you forget to have fun. I love winning but I don't hate losing.
  14. Ramming for the win! I was so elated when i saw it. I literally felt my heart leap. I LOVE tank shocking and bashing into things. WHY oh WHy did i never take up orks. Lol. 7th Edition lets me do so many more things. it reins in the magnitude of Deathstar dominance (but you certainly will still find it to be possible to make them. for sure) and if you choose to play a Maelstrom Msision...and you don't have to... It is its own kind of RAMMING FUN. Play normal missions? sure. Those are better for tournies. Play Alter of War? Love most of them. Echoes of War missions for telling Race vs. Race stories is very cool. Kinda like getting to play the Ardennes scenario, the Battle of the Bulge or the Normandy Invasion all over again, only no real blood and senseless sadness! Whuuuuuuuuuuut?! Awesome right? So there's Missions for every gamers taste; and as long as the opponent is there to play with you instead of play you (if you know what I mean) you're golden. I really do think that for actual competitive play, the normal missions are probably going to be the way to go but the idea of tertiary objectives is well known to most people on this forum and the cards can provide ideas for TO's to include that element too. or not. their choice. no one is going to mutiny if there's a tertiary objective in my experience. So since the rules themselves are so much more awesome, the play experience, regardless of mission should be good. I dont predict the dire things that some do. the end isn't nigh. im just jazzed. Really am.
  15. While its theoretically possible to score 10 in a round... theoretically... Your opponent is just as likely to do the same or close the gap significantly. Really. We scored batches of points in starts and stops, jockeying back and forth. I scored 6 in a round...and he came right back and scored 5. So the points can come quick. And its not like ANY version of ANY wargame ever has been different in this way. In one round, you can see the beginning of the end quite early. Example: kind of a famous story here, but My Eldar Airforce took out two full Broadside units, pinned two more important units in round 3. Game was effectively over. Sure... we finished things up and there was even a turn 6, but the thirs round was a back breaker. This story and many many others kind of point to the fact that when you have someone beat, you have someone beat. That it was because of a lucky early draw or excellent dice, this is a game of strategy coupled with chance. We all know that going in.
  16. Not in my games nor those Ive observed. I think they are overstating things anyways. Most objectives are things you'd be trying to do anyways. However, some are tough to do NOW and you must try to do them later. Its strategic like anything else. But the Maelstrom missions are so fun that who cares? I'm being serious here. So you got a bad hand? You're allowed to discard one every round and unless you're just an immobile lump on a less mobile log, you should be able to chase those objectives pretty good most rounds. I have had a couple bummer cards, but its not unrecoverable. I think the only real "downside" is that some of the harder to accomplish cards (like kill 3 units in shooting) are worth D3 and chance can be a fickle mistress. Save those for later rounds and its not nearly so hard to accomplish. So WHEN you 'go for it" is now a part of the Maelstrom missions.
  17. Reminder! It's comin' up quick. See you this weekend.
  18. A friend tried that yesterday. He omitted that he was deep striking his army and caught be unawares. I still won 14-13, but it was a close fought battle for sure. BTW, I have to say that the battlefields looks SO COOL in Maelstrom missions as the game goes on. And the carnage is fun. Really fun.
  19. So another great game of Maelstrom missions. Lord, i may never go back to regular ones! I'm being fecetious, but I love how it feels to be trying to gain points rather than BEAT someone. I obviouslyt understand that you beat them by doing the points thing but its just kinda different when you're not just trying to be highly effective at extinction vs. the fun of tryingto stay alive and keep yer head down while trying to get here and there. the battle fields look infinitely more interesting and its like you're on a field of battle desperately trying to reach hills or ammo depots or whatever in the middle of battles so vast that your Company of Heroes can never grasp the full significance of the tasks...just that should you fail, the entire war could be lost! Anyways, Maelstrom Missions for the win. Also read a LOT more in the book. there are some pretty serious changes that have big import. They are numerous, too numerous for here I think so blog it is. But a few of my new finds: 1. Flyers that have Hover can hover when they come on from reserve, but not from Ongoing Reserve (in which case they must zoom). 2. Its really easy to forget your Psyker phase. Lol. I forgot mine twice last game. 3. theres a lot less incentive to shirk a challenge. Whereas before, challenges contained the damage BBG's could do to you, now they cant. they just tear YOU up, and then keep tearing up your buddies. In game terms, once he slays the challenger, the rest of his attacks simply redirect to the unit. All a character is good for in challenges is to take as much punishment as he can stand. 4. Watching and playing several games now, I have to say: Psykers are tamer. Dangerous as always yes, but not like they were in 6E. Many fewer powers are getting off. Pretty satisfying when you put the jack move on a Psykers mojo. 5. NUMBER ONE MOST IMPORTANT CHANGE thus far was they opened up the game to unlimited reserves. Well you KNOW I like that! 5. OMG...RAMMING is really powerful now and people will do it way more. Gooooood times.. v
  20. You're not wrong but Im just explaining that there is no longer a generic "thing" called Area terrain, that's all. Now the specific terrain defines the saves you get and when. I like how cut and dry that makes it.
  21. thwere is no area terrain. You're obscured or youre not. Specific terrain provides cover for being IN it.
  22. Correct. The transport is its own unit of troops. Those w Psychic pilot rule are kinda cool though.
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