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Batrep: Tyranids vs IG, 3k (ropecon #2)

 Post subject: Batrep: Tyranids vs IG, 3k (ropecon #2)
PostPosted: Fri Aug 18, 2006 1:04 pm 
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Hmm... I guess that is one approach... me personally, I try to shoot them as much as possible from as far away as possible... of course, if they do get to 'engage' range, I'm screwed, but...I just like to shoot stuff.  :p


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 Post subject: Batrep: Tyranids vs IG, 3k (ropecon #2)
PostPosted: Fri Aug 18, 2006 1:51 pm 
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Cool report!

I like your guard army tneva (though I can't help thinking it needs a SC  :;): )

Nice to see the baneblades holding out well though :)

We play craters same as Chroma BTW.





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 Post subject: Batrep: Tyranids vs IG, 3k (ropecon #2)
PostPosted: Fri Aug 18, 2006 2:42 pm 
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(Hena @ Aug. 18 2006,12:53)
QUOTE
I just find it silly that craters are difficult to vehicles *shrug*.

???

I guess it depends very much on what sort of crater we are talking about.. eg deep and steep or shallow, urban or not, full of debri or not, full of mud or not (in many climates and seasons craters would rapidly become impassable quagmires like on the Western Front in WWI). ?Making it difficult terrain is a convenient way of representing these possible conditions I think (you only stick on a 6 after all!).

Really if both players agree it doesn't matter how you class it - the tournament rules even specify you should discuss such things and agree with your opponent.  The alternative is more detailed weather and terrain rules (like the ancients rules I use).





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 Post subject: Batrep: Tyranids vs IG, 3k (ropecon #2)
PostPosted: Fri Aug 18, 2006 3:36 pm 
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Which ancient rules would that be, M/C ?

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 Post subject: Batrep: Tyranids vs IG, 3k (ropecon #2)
PostPosted: Sat Aug 19, 2006 1:54 am 
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(iblisdrax @ Aug. 18 2006,14:36)
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Which ancient rules would that be, M/C ?

ib

HI ib,

The rules are De Bellis Multitudinus (Latin for 'Battles of the Multitudes') by WRG. Good concise complete rules, but noted for cheap production with lack of pictures and examples. The competition rules are very nice, having been honed over many years, I really like the terrain and weather rules, which are basically:

To begin, both sides declare a season they wish to attack in (Summer, Winter, Autumn or Spring), and roll a D6 each. They add to this an Aggression Factor specific to their army (eg Alexander The Great's army would be 4, Gauls would be 2 - specified by the army list). Highest total is the Invader, lowest ?the defender.

The defender gets greater choice over the terrain (which is specific to his historical army/nation and specified by the army list), but the battle happens in the season chosen by the Invader. The difference in dice rolls (which will be 0-5) also determines the weather conditions, which are specific to the season, and defenders climate type (Cold, Warm, Tropical or Arid, again specified by the army list).

Weather can affect terrain - eg in winter roads often turn to mud which is difficult going, and combat factors - eg rain gives bowmen -1 to their shooting. Some effects can stop and start throughout the battle, like rain, wind direction etc.

Both dice added together gives the time after midnight that the battle starts.

The system is simple in its operation (just one dice throw), yet gives a great range of realistic and important factors which affected historical ancient battles. ?Eg sun dazzle, dust storms, fog etc.
Many people play without weather rules when learning the game, but add them in later once they have mastered the rest of the rules.





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 Post subject: Batrep: Tyranids vs IG, 3k (ropecon #2)
PostPosted: Sat Aug 19, 2006 5:38 am 
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Hmm...interesting.  Simple in execution, yet affects the entire battlefield and everything on it.  Might try something like that sometime.

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 Post subject: Batrep: Tyranids vs IG, 3k (ropecon #2)
PostPosted: Sat Aug 19, 2006 7:48 am 
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Nice pics & AAR ! Thanks !!

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