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Raak

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Posts posted by Raak

  1. Hmmm....I'd say 1850 because I'm trying to prep for an tournament. You know...one where I show up AND play. It's 1850. Missions are up to you. At the moment I'm not a huge fan of the Tactical Objectives but I'm just happy to be playing. Hell - I'd play unbound 2k at this poing. <*show voice* I just wanna dance!>

  2. I've been really busy at work... I believe the best bang for dice was at 5 but that really depends on how much you can pour out there. 6 feels about right but 7 would make it stronger. All the while increasing the chance for perils. I could see issues with people totally spamming for 40 ish dice but 20 doesn't scare me at all what are those conjured units adding? Even if you are summoning more "batteries" you are sacrificing 5-7 dice now for possibly one or two next turn. Doesn't seem like the investment would pay off. I can totally see how many players would just feel crushed by weight of numbers but really they are just a few daemons! The greater daemon summon costs you the entire psyker, I'm thinking for a GW balance point it is good.

     

    completely agree with this.

     

    I still think having to sacrifice the (presumably) Tzeench Herald (and side question - is it the psyker manifesting the power not one in his unit?eg could a tzeench herald summon a greater daemon and sacrifice any regular horror in his unit?) - either  way - is not too bad. I'll take 3 plague drones or an extra KoS any day but you're right - they're just daemons and as you aptly noted - WC spam has the severe disadvantage of forcing the Daemon General to decide - am I Shooting or Summoning this turn? I mean, my shooting phase is the quickest ever! (I refuse to say "EVAR"...oh damn I just did).

     

    I do see advantages in lists that have moderate WCs (like my new 11 WC list <cough cough/> and don't rely on Malefic but roll on it after they have accomplished something more important to their army's purpose (ie the way Jetseer Councils roll on Forewarning first, until they get it and then move on to Biomancy or Divination, or whatevs). I've played 2 games like that now and it's worked out well. the summoned daemons weren't game winning but had I not cluster-screwed myself into corners tactically beforehand the game with 20 horrors and 3 Plague Drones and the game with 3 Tzeralds, a Great Unclean One and 20 Horrors could have been brutal for my oponent but were ultimately satisfying for both players - them because they won and me in a kid in a candy store kind of way, but even then all 4 of my 7e games have yet to see summoning be a determining force.

     

    You know what has been? <earmuffs ya'll/> The TACTICAL OBJECTIVES!! Man! They can make it a simple objective based game or a complete and utter crap-shoot. In the end I think they favor experienced generals (duh) but I like them for the flavor that they add and can't wait to see what the Frontline, NOVA, Adepticon and FoB T.O.s come up with for mission combinations. I think that the mission packs will almost be material for mini-narratives to be forged in FLGS and Garages everywhere!

     

    TL;DR

    <cue the Blue Oyster Cult>

    "....Don't fear the Daemons"

    "Who cares if GW made a buck"

    <guitar riff/>

    • Like 1
  3. Consider us in -  both my wife and myself!

     

    Anyone else? Intrizic? Fix? JMGraham? Android? Hobitron, anyone in? This is a great opportunity. Just FYI a 2 day course like this run by private contractors  usually starts at $450 and goes up from there. Not blowing smoke up anyone's a$$ nor trying to convince anyone to do something they don't want/need to do but I wanted to make clear what a great opportunity this is.

  4. This is my Version 0.1 - Please correct any mistakes you might see.

     

    The Warhammer 40,000 7th Edition Game Sequence V0.1 by Raak

     

    1. Select Armies

     2. Roll for Warlord Traits & Generate Psychic Powers then Declare your # of Warp Charge dice

     3. Roll up / Agree Upon a Mission & Tactical Objective(s), if called for.

     4. Agree on Deployment or Roll D3 for: Dawn of War, Vanguard or Hammer & Anvil (p.131)

     5.Deploymet Roll off – Winner Decides who will Deploy 1st and 2nd

                5a) Side Deploying 1st (Player A), Sets Up

                5b) Player B Deploys

                5c) Player A Chooses to take 1st or 2nd turn.

                5d) Player B may attempt to seize the initiative with a 6 on a d6 roll

     6. Choose/Agree on Mission(s) (p. 129)

     7. Place Objective Markers

                7a) Roll of to see who places the 1st marker

     8. Mission Specific NightFight Roll on a 4+

     9. Player A Begins Turn 1

    10. Resolve any rule that states “resolve at start of turn”

    11. Movement Phase (p. 19)

    12.Psychic Phase (p. 22)

                12a)Select Psyker and Psychic Power

                12b)Declare Target

                12c) Psychic Test  i.e. Roll your WarpCharge Dice and resolve any perils

                12d) Deny The Witch

                12e) Resolve the Psychic Power if not denied

    13. Shooting Phase (P. 30)

                13a) Nominate Unit to shoot

                13b) Select a Weapon

                13c) Choose a target

                13d) Roll to Hit (BS on rule of 7’s to hit)

                13e) Roll to wound (Weapon Strength vs. Majority Target Toughness to Wound)

                13f) Allocate wounds and remove casualties if saving throw (if available) not made

                13g) Select another weapon and repeat 13b-13g

    14.Assault Phase  (p. 44)

                14a) Charge Sub-Phase

                            -1Declare Charge

                            -2 Resolve OverWatch

                            -3 Roll Charge Range (2D6)

                            -4 Charge Move (p.46)

                            -5 Declare next charge or Finish Charge Sub-Phase

                14b) Fight SubPhase (p. 48)

                            -1 Choose a combat

                            -2 Fight Close Combat

                            -3 Determine Assault results

                            -4 Choose next Combat or Finish Assault Phase

                14c) Morale Check (p.57)

                            -1 Determine who won or lost combat

                            -2 Falling Back /Regrouping Test (p.59)/ Sweeping Advance  (p.53)

     

                14d) End of Combat Pile In (p.55)

                14e) Consolidation (1D6)

    15. Player A Ends their Turn 1 – Player B now begins their Turn 1

    • Like 2
  5. So I played my second game of 7e 40k yesterday.

     

    Game Impressions: Psychic is a sticky wicket. It can be really difficult to get stuff to go off; especially reliably. I had 19-21 Warp Charges (with a daemon farm/4 herald list) and it was still hard to get Invisibility, Summoning and Hallucination off together in one turn (It happened…turn 2 - It was glorious) much less try any of the other cool powers I had but couldn’t afford the Warp Charge Dice for.

     

    My opponent had 21-23 Warp Charges (Grey Knights) for the game so we were fairly evenly matched on Warp Charges and I was able to use my 19-21 Charges to shut down many key casting attempts.

     

    The Tactical Objectives were awesome and personally I think that mixing them with Narrative Based or BAO style missions will make for some of the most dynamic (or insane) game play ever. I'm excited.

     

    Question: What will the 7e strategy be then for facing an opponent with 20+ WCs when you have a more moderate (though still powerful, albeit just not psychically) list with something in the neighborhood of 10+ Warp Charges? I think Invisibility is so powerful that it might not matter, al least until it’s nerfed or FAQ’d, In some rolling I did I seem to come up O.K. rolling 4 dice with minimal perils and successfully getting invisibility’s 2 WC’s off.  But this excellent article from ToF : http://www.torrentoffire.com/4776/the-math-of-the-new-psychic-phase has  a much more detailed and different picture of what me may be dealing with in the Psychic phase…. <- I’m not sure what that last part really means. I have pretty bad jet lag.

     

    EDIT: a word about Summoning here. I managed to successfully summon 10 Pink horrors twice and then Incursion went off I successfully summoned 3 Plague Drones. So I brought 306 points onto the board Via the Malefic Powers but of those 3 units, 2 units of horrors perils'd and while one perils wasn't so bad the other neutered the horrors rendering them cannon fodder. Point being - hot dice or not - starting with 17 Base WC is not a guaranteed Psychic Spam win.

     

    ...I'd start with 30ish. Now that's spam

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