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[Total War]

 Post subject: [Total War]
PostPosted: Fri Jun 19, 2009 3:08 pm 
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As promised, I got in a game with Alansa last night

2008 Amendments, "experimental LR" stats

Marines
    Contingent #1
      550 Terminators + Chaplain + Land Raider Crusader
      525 Devastators + Lib + Hunter + 2x Land Raider

    Contingent #2
      475 Tacticals + Hunter + Supreme Commander
      300 Predators
      200 Land Speeders
      150 Thunder Bolts

    Contingent #3
      300 Whirlwinds
      350 Tacticals + Commander
      150 Scouts

Orks
    Contingent #1
      350 Big Blitz Brigade + 2x Oddboys (Supa gunz)
      350 Big Cult of speed
      250 Cult of speed + 2x Warbikes
      200 Landa
      250 Warband + 2x boyz
      150 Fighta Bomberz

    Contingent #2
      350 Big Warband
      325 Big Gunzmob + 2x Oddboys (Supa gunz)
      475 Stompa Mob + Supa Stompa
      150 Fighta Bomberz
      150 Stormboyz


Attacker / Defender
Marines won the roll-off (unsurprisingly), and decided to be ‘the attacker’

Contingents
Then we secretly assigned formations to the contingents shown. Marines (the attacker) declared that Ork contingent #1 was going to deploy first, with Ork contingent #2 being delayed by a turn, and then secretly dropped Marine contingent #3 (not deployed at all in the game).

(This immediately presented a problem as the Ork Landa could not deploy by “road marchâ€Â

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 Post subject: [Total War]
PostPosted: Fri Jun 19, 2009 3:15 pm 
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Turn #1
The Orks doubled and marched their three ground formations along the road to the positions shown, failing to reveal any markers (#1 and #8). However their Fighta Bomberz were occupied elsewhere (defending their supreme commander in the second contingent) so they did not appear on CAP . . . . . Then the Marines pounced in the ‘end of turn revealing phase’ that is peculiar to the concealment rules. Any Marine formations that are still hidden are allowed to reveal themselves and activate to perform a normal shooting action . . .

Marker #4 was revealed to be the Predators hiding behind the wood. However, two tanks opened fire dropping a couple of buggies. This was followed by the Thunderbolts which fell out of the skies and took out a couple more and then marker #11 converted into the Devastators ‘hiding’ on the hill. 14x shots later and the remains of the big Kult of Speed ran forwards into the centre of the crossfire between the two marine formations (moved by the attacker, representing the blind panic of this formation). Needless to say, in the end of turn, they failed to recover their composure (so we assumed that the Marines were still directing their ‘panic’ – and they went to ground where they were.

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 Post subject: [Total War]
PostPosted: Fri Jun 19, 2009 3:18 pm 
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Turn #2
Orks win the strategy roll, doubling the Big Blitz brigade along and then south of the road revealing #7 as a blank while taking a pot at the Devastators,– felling a single Land Raider, and the Fighta Bomberz assaulted the Predators – the single hit being saved! In reply, the Devastators advanced slightly into range, reorganising the troops around the remaining tanks for cover and let fly at the new target, killing two tanks from the Blitz brigade.

The second Fighta Bomberz also targeted the Predators killing one, and in reply the Predators marshalled SW to get into the Hunter Flak umbrella of the hidden tacticals.

The Landa then attempted to assault, but failed while the off-table ‘Big Boss’ seethed and fumed, eating a nearby grot to calm his nerves. With no Ork aircraft to fight, the Thunderbolts shot up the Big Blitz brigade, but failed to hit anything.

With the Marines out of activations, the Orks then doubled and marched the bikes north of the road over two blank markers (#2, #3), the Stormboyz into the wood peeking at #8, and the Stompa Mob sped along the road onto the hill.

End of turn, the broken Kult of Speed continued along the road just failing to exit the table.

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 Post subject: [Total War]
PostPosted: Fri Jun 19, 2009 3:19 pm 
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Turn #3
Marines get the strategy role at last, and not a moment too soon!

The Devastators backed off the hill to get out of the LoS of the stompa mob, while the three remaining Predators hid behind the hill and shot down another 7x assorted buggies and scorchas off the Broken Kult od Speed (being shot when broken is really not a good idea!). In reply, the Fighta bomberz assaulted the Predators, only laying a BM, followed up by the Landa assaulting them. (Alansa agonised over hitting the Devastators or not, but feared the Hunter and potential support from nearby markers). However in a surprise move, some Land Speeders popped out of hiding (#5) and caught the formation in OW and crossfire – only killing a grot! Recovering their composure the Warband wiped out the Predators.

Marine Thunderbolts continued mauling the Big KoS, and the Supa Stompa let rip at the exposed Speeders – dropping only one.

With no Marine activations left, the Kult of Speed assaulted the Land Speeders in their rear, and pinned by the Warband, the valiant marines were cut down to the last man. Meanwhile the second Ork Fighta bomberz assaulted the Devastators laying a BM, and the Big Blitz brigade launched an assault over the hill – right into the teeth of the nearby Tactical formation, which promptly dropped four vehicles ‘in their tracks’ and the broken remnants fled back behind the stompas on the central hill.

Finally the storm boyz and later the Big Warband doubled South to expose #8 as a blank.

End of turn, neither Ork formation rallied, and realizing they needed to be vivble to do something, the Terminator formation came out of hiding (#12)

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 Post subject: [Total War]
PostPosted: Fri Jun 19, 2009 3:19 pm 
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Turn #4
With the Kult of speed lurking north of the road and the Supa Stompa (which then went on OW) in range to their East, the marine formations decided to double NE using the hills as cover, and shot up the Warband, breaking it. The Ork Airforce replied with some ultimately ineffectual air assaults, and the game wound up with no further casualties.

Scores
Orks lost the Big Cult of speed, the Big Blitz brigade, and the Warband all from contingent #1 so costing twice their value; a total of 1900 points, while the Marines lost the Predators and Land Speeders for 500 points. Result; major Marine victory




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 Post subject: [Total War]
PostPosted: Fri Jun 19, 2009 3:23 pm 
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Cool!

Thanks for playing this and thanks for posting!

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 Post subject: [Total War]
PostPosted: Fri Jun 19, 2009 3:41 pm 
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And... thoughts?

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 Post subject: [Total War]
PostPosted: Fri Jun 19, 2009 3:57 pm 
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Observations

In intruiging game, but it did raise a number of questions:-
1) We kept the contingents 'hidden' throughout. This seemed reasonable and added some spice to the game

2) In the end-of-turn reveal, formations were being deployed forward of their marker, which allowed them to get into range. This offset the apparent disadvantage of not being allowed to move and fire.

3) However, we did not allow sustained fire - from a hidden location under E:A rules, this could be really devastating. (we have agreed to refight this using the same armies with the roles reversed, and I am not looking forwards to the Supa Stompa being revealed!)

4) One quirk was that this did mean markers could be hidden behind terrain (and thus impossible to spot), while the formation deployed forward to a point where it can shoot. This seemed a little problematic

5) End-of-turn #1 found the big KoS still broken - who makes it's withdrawal? We assumed this was still 'the attacker' (otherwise the effects of 'panic' would be negated.

6) What happens if an enemy formation approaches a marker? We finally came to the view that they ought to have a ZoC, say 5cm, penetrating this results in an automatic reveal of the relevant formation and prevents further movement. If the marker is blank, then the enemy may try to spot some other marker.

7) We also came to the conclusion that 20cm deployment from the marker may be too much lattitude - perhaps 15cm (or the big bombardment template) might be more appropriate.

8) We were unsure what to do post turn #1 with a partially revealed army. We came to the conclusion that it makes a better game if the 'end-of-turn-reveal' is continued throughout the game. So the 'attacker' must follow the normal activation rules with all known formations, but may opt to reveal any number in the end-of-turn phase (in preparation for the following turn)

9) We did come across an intruiging issue. When the Big Blitz brigade assaulted the Devastators in turn #3, the nearby tacticals could have been positioned around the rear of the BBB to get cross-fire, but in a postion that lay under the path of the BBB. When revealing formations, in addition to the current restrictions we felt they should not be put anywhere just traversed by enemy troops.

10) The Marines were a bit cautious in their deployment. More by luck than judgement they were deployed on the extreme edge of the effective range of the Ork army, and a long way outside any foot-sloggers capability. Combined with the concealment rules this made it much more challenging for the Orks. However, without other incentives there is no reason for an Attacker to risk his forces, while the Defender can then only engage with a small portion of the army. (this is a strategy straight out of Sun Tzu)

As a compensation, it could be appropriate to put objectives on the road at fixed points with variable values to each side (increasing for the Defender but decreasing for the Attacker as they move further from the Defender's starting point), and also give the Defender points for exiting unbroken ground formations off the opposite end of the road. This should force more tactical decisions on both sides and make for a better game

10) I am unsure how balanced the Victory conditions are. While on the face of it, the attacker is fighting with an army 2/3 the size of the enemy force, positioning the attackers at a distance from the defender reduces the odds to about even, and so the scoring system would actually seem to favour the attacker!




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