ulric wrote:
1st of all, why does this thread has not already several thousands hits?
GREAT battlereport Primarch,
fantastic really brings me back to the good old days.
Beautiful setup and terrain especially like your hills.
The story is great can match up with the old one from the WD magazines, the whole report can.
May you bring me closer to the new setup/deploy/activate/movement system.
It looked very well and I would like to give it a try.
I am although intrested in the updated flyer rules.
My biggest fear about all those new rules is, that the game will slow down too much.
It should be still a game for big battles
not a new E:A
Great work again
cheers
Ule
Hi!
I don't publicize my battle reports as much as I used too.
The flanking rules don't add any time to the game because its just a couple of rolls before the game starts.
Summarizing it:
1. you get one d6 for every 1000 points
2. -1 to the rolls if you want to make a rear flank deployment and -1 if you want to deploy on turn one (they are cumulative so -2 for rear/1st turn deployment)
3. Roll dice with modifiers and determine successes
4. each success means one support sized formation (detachment) can be entered through the table sides or rear on the first or second turn depending on what you decided before the roll)
That's all you do really. The formation that you wish to flank deploy are kept off table until they are activated. There is no bookkeeping are anything complicated to remember.
The success are determined by the armies flanking value:
Eldar/Space Marines/CSM/Tau 4
IG/Squats/chaos 5
Orks 6
Tyranids/slann 3
This means its easier for some armies than others to flank or rear flank deployments. For example its impossible for orks to rear flank or any turn one flanking since the -1 (or more) would make it impossible to achieve a 6. This is intended since the orks are a slow ponderous army.
On the other extreme are tyranids which are very adept at surrounding you (even a -2 for rear flanking on turn one is accomplished on a roll of 5+).
The rules are very simple, straight forward, non-time consuming and produce a fun strategy oriented effect.
The flyer rules worked extremely well. I like that dogfights are deadly. I like rolling d6's per point of CAF and only 6's are hits. It's exciting as well as lethal.
It simulates scrambling fighters for interception wells and also landing in a hot DLZ, since they are evading an there is a -1 penalty to hit them.
The addition of both systems had no adverse impact on game time. I spent more time looking up stats (its been a long time since I played) than remembering these rules (there's not much to remember).
I plan on a few more test games before I attempt a much larger game.
Thank you for the kind comments!
Primarch