Tactical Command
http://www.tacticalwargames.net/taccmd/

Beginner scenario
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=25349
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Author:  Berkut666 [ Fri Jun 14, 2013 8:28 am ]
Post subject:  Beginner scenario

Having played through a couple of the "tutorial" EA games in the rules, we are looking for something easy to play with armies of about 2-3K. Only a few objectives etc to make it heavy on the combat and get us use to units abilities.

Any ideas?

Author:  kyussinchains [ Fri Jun 14, 2013 8:39 am ]
Post subject:  Re: Beginner scenario

just give the tournament scenario a go, plenty of combat and will introduce you to the tactical side of winning (grabbing objectives while defending your own) works perfectly for 2-3k armies

My first games were all 3k tournament scenarios, nothing to be intimidated by :)

make sure you take notes and then post your experience here, we can offer advice and suggestions and help point out any mistakes :)

Author:  Stu's Idle [ Fri Jun 14, 2013 12:10 pm ]
Post subject:  Re: Beginner scenario

I'd suggest playing the full game, with all the objectives etc. As kyussinchains says, a major element of the game is learning the victory conditions, and then knowing how to achieve them while denying them to your opponent (still learning that one myself).

While learning combat etc is useful, to start knowing the above is also very important. If you keep to 2000pts you should have a small enough force to move about and fight AND talk over rules, tactics etc without taking 6 hours to do it.

Leave youself plenty of time though. Discuss options such as, 'should unit A assault unit B or just shoot them?', then play out both scenarios. So, options 1: unit A assaults unit B and losses the combat and is broken; option 2: unit A shoots unit B, only kills one stand but adds blast-markers, allowing another unit to assault later in the turn.
I hope that makes sense.

Again, as kyussinchains suggests, post any questions here and we'll try to help, and hopefully not confuse. Mostly though just get stuck in, it's a great game.

Author:  Dwarf Supreme [ Fri Jun 14, 2013 8:51 pm ]
Post subject:  Re: Beginner scenario

To make it easier you can initially play without aircraft and war engines.

Author:  jimmyzimms [ Fri Jun 14, 2013 9:42 pm ]
Post subject:  Re: Beginner scenario

The Taining Scenario from the big EA book is also a great start. That's what I used my first time just to do a quick 60 minute game to get the turn sequence down.

Author:  IJW Wartrader [ Fri Jun 14, 2013 10:46 pm ]
Post subject:  Re: Beginner scenario

I'm with Berkut on this, as I'm a firm believer in breaking a game down into chunks when learning it.

Keeping track of five different interdependent victory conditions makes for a great tournament scenario but it's really nasty if you're also getting to grips with the rules, or reacquainting yourself with them like I am.

jimmyzimms - which scenario do you mean? The ones with fixed forces at the end of each rules section?

Author:  jimmyzimms [ Fri Jun 14, 2013 11:23 pm ]
Post subject:  Re: Beginner scenario

Section 1.15 CORE RULES: TRAINING SCENARIOS

Author:  Berkut666 [ Sat Jun 15, 2013 10:20 am ]
Post subject:  Re: Beginner scenario

Quick overview. Last night played 3 games.

1) basic training scenario 1.15.1. Ok little start point but turned into a grind in the middle of the table!

2) advanced training scenario 1.15.1. Again turned into a grind but was interesting to see how effective the assault troops are!

3) combined arms scenario 1.15.5 this one highlighted a number of rules questions for us. Also showed how objectives can tend to channel the battle - for better and worse. I nearly lost until my assault marines got some lucky roles on a suicide assault on the centre objective. After that it was back and forward until neither of us had any units left!

It brought up questions though.....

Author:  kyussinchains [ Sat Jun 15, 2013 12:28 pm ]
Post subject:  Re: Beginner scenario

what are the questions? I'm sure we can help!

Author:  IJW Wartrader [ Sat Jun 15, 2013 1:09 pm ]
Post subject:  Re: Beginner scenario

Oops, somehow I'd missed the 1.15 training scenarios due to the way the GW PDFs are split up and that they don't have a contents page anywhere. Thanks jimmyzimms.

1.15.5 is effectively what we did anyway - three objectives about 40cm apart in a diagonal line across the middle of the table.

Author:  Berkut666 [ Sat Jun 15, 2013 4:56 pm ]
Post subject:  Re: Beginner scenario

Barrage - with 3 whirlwinds, you get 3 bp. So that means you need 4+ for ap and 6+ for at. However do you roll 3 dice to hit ap, then 3 to hit at?? How does the roles work?

Weapons - if you have a 2x weapons that means you roll two dice per unit. However what if it's 2 x TWIN weapons? Is it 4 rolls per unit?

Allocating shots and hits to mixed units. Example - space marine tactical squad with rhinos. Comes under fire from a devastator squad. Do you have to nominate the number of AT and AP shots your making and the units your aiming at before you roll to hit?

Blast markers - a broken unit gets it's blast markers removed. Then it says that you assume a broken formation has blast markers equal to the number of units? Is this correct? If so it seems a tad biased to space marines!

Cover fire/assault - if your formation is in a fortification (let's say a bunker) why would they leave it to fight off an assault? Surely any units running towards a bunker would get cut down??

Author:  kyussinchains [ Sat Jun 15, 2013 6:08 pm ]
Post subject:  Re: Beginner scenario

Berkut666 wrote:
Barrage - with 3 whirlwinds, you get 3 bp. So that means you need 4+ for ap and 6+ for at. However do you roll 3 dice to hit ap, then 3 to hit at?? How does the roles work?


you are firing a barrage, so you use a template, the BP table tells you how many templates you get (in the case of 3BP it's 1) you place the template over your target unit (and you must endeavour to cover as many of the target unit as possible) then every model under the template is hit, in the case of infantry, at 3BP it's on a 4+, vehicles are 5+, modifers from cover still apply, for example, the template covers 4 orks and a battlewagon, so you roll 4 AP shots and 1 AT shot

Quote:
Weapons - if you have a 2x weapons that means you roll two dice per unit. However what if it's 2 x TWIN weapons? Is it 4 rolls per unit?


Twin weapons typically have a better to-hit statistic, for example twin lasconnon hit on a 4+ rather than 5+, you still roll only one hit dice and the opponent makes a single save, eg. a formation of 4 twin lascannon razorbacks rolls 4 dice to hit, a formation of 4 land raiders rolls 8 dice to hit

Quote:
Allocating shots and hits to mixed units. Example - space marine tactical squad with rhinos. Comes under fire from a devastator squad. Do you have to nominate the number of AT and AP shots your making and the units your aiming at before you roll to hit?


you allocate how many AP and AT shots you are taking, roll the hits, then they are applied to the target unit, from closest to furthest, you apply the AP shots to the infantry from closest to furthest, then the AT shots to vehicles, from closest to furthest.

Quote:
Blast markers - a broken unit gets it's blast markers removed. Then it says that you assume a broken formation has blast markers equal to the number of units? Is this correct? If so it seems a tad biased to space marines!


a broken unit is assumed to have BMs equal to the total number of units for things like assault bonuses (for example, a broken formation containing 4 units counts as having 4 blast markers when engaged) this is potent for space marines, but that is the whole idea of them being super soldiers and knowing no fear... ;)

Quote:
Cover fire/assault - if your formation is in a fortification (let's say a bunker) why would they leave it to fight off an assault? Surely any units running towards a bunker would get cut down??


they don't have to leave it if they dont want to, but there are advantages to doing so (if you want to get more units into an assault to tip the balance in your favour for example)

Author:  Berkut666 [ Sat Jun 15, 2013 6:43 pm ]
Post subject:  Re: Beginner scenario

Thanks for the answers. All makes sense now!

So if a unit is broken you remove all the blast markers but assume it had a number equal to the number of units left??

Also what's the point of the first "initiative role" for the space marines? If their initiative value is 1+ will they not automatically succeed? Or is it the old rule that a role of 1 is always a fail? If that's the case the initiative value of 1+ is pointless......

Author:  kyussinchains [ Sat Jun 15, 2013 6:46 pm ]
Post subject:  Re: Beginner scenario

no, they are automatic, unless they have a blast marker or you are attempting to retain, no '1 is always a failure' in epic... thankfully!

edit: it's often a good idea to roll it anyway, to get into the habit of rolling for initiative (it can be easily forgotten if you get used to things automatically happening!) it also helps when transitioning to lower initiative armies like guard, eldar and orks......

I recently made the move from guard to marines and was amazed that my troops actually did what you told them and generally rallied when broken.......going first most turns is also very nice!

Author:  Berkut666 [ Sun Jun 16, 2013 12:54 am ]
Post subject:  Re: Beginner scenario

Thanks for the advice guys! Must say loving the game so far. Way more tactical and flowing than 40k

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