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post #261 of 378 (permalink) Old 10-04-15, 12:01 PM Thread Starter
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Quote:
Originally Posted by Radu Lykan View Post
Looks like you got shafted first turn with half your army not getting to shoot
Haha I can see what you mean, but believe me after dropping 4 D strength large blasts and 33 strength 10 AP 4 large blasts (barrage) before that, it really didn't feel like I was. It was pretty glorious opening up firing with that after being a little rattled by the Helldrakes.

Straken has been an interesting purchase, he's a temperamental fighter depending on when the game forces him to be thrust into the thick of things...

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And my collection of all things - particularly Grey Knights; Guard and Adeptus Mechanicus: https://www.heresy-online.net/forums/...d.php?t=129966
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post #262 of 378 (permalink) Old 10-04-15, 01:31 PM
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45 minute turns are an interesting limitation. It sounds like it's the whole game turn, which definitely disadvantages some armies more than others. And it works seem to always give a significant advantage to the player going first.

It might be worth using a chess clock or a timer to manage turn length. That way even if your opponent's half of the turn runs long you aren't penalized. Each player gets 27.5 minutes per player turn.

Chaos Army Showcase with photos (Updated 2013/12/02)
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post #263 of 378 (permalink) Old 10-04-15, 04:07 PM Thread Starter
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Originally Posted by Kreuger View Post
whole game turn
No, we were playing 45 minute player turns, which add up (without any breaks) to 7.5 hours of game play, assuming that everyone uses the whole turn. What actually happened with that was turn 1 saw both sides hit the time limit, turn 2 was better judged and finished around the 35-40 minute mark for IG and 30-35 minute mark for chaos, then the turns got shorter and shorter as the complex rules were sorted out or expended and the psykers and close combats died out. I'd imagine that with a more combat focussed army, the time limit could have played in more, but not in this game.

I think that without your stop-clock idea, the system is liable to some abuse and ill feeling. I was getting a bit annoyed with his delaying me cracking on with things and eating up time on my turn 1, but then if I think about 45 minute game turns whoever has the larger army is almost going to be at a disadvantage by default and the other player will definitely draw out their turn, more so even than with limited player turns.

I think the purpose of timing turns (aside from finishing at a reasonable hour) should be more about keeping the game flowing and forcing decision making by each player. Apocalypse can be really boring and demoralising for the player on the receiving end of a turn, and a time limit firstly gives a light at the end of the tunnel but also forces decisions to be made, if not quickly, after only minimal consideration. The action-reaction nature of the game doesn't get too lost in the scale then, which I feel is important.

Iraqiel

Check out my Imperial Guard Battle-Group-in-the-making as it slowly takes form! Located just here:
https://www.heresy-online.net/forums/...my&army_id=705

And my collection of all things - particularly Grey Knights; Guard and Adeptus Mechanicus: https://www.heresy-online.net/forums/...d.php?t=129966
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post #264 of 378 (permalink) Old 10-04-15, 05:39 PM
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Quote:
Originally Posted by Iraqiel View Post
I think the purpose of timing turns (aside from finishing at a reasonable hour) should be more about keeping the game flowing and forcing decision making by each player. Apocalypse can be really boring and demoralising for the player on the receiving end of a turn, and a time limit firstly gives a light at the end of the tunnel but also forces decisions to be made, if not quickly, after only minimal consideration. The action-reaction nature of the game doesn't get too lost in the scale then, which I feel is important.

Hmm it might be something i look into when you put it like that. Whilst we normally run an entire weekend so running out of time to finish isn't really an issue there are a couple of players in our group, one who becomes distracted very very easily and another who is diabetic but becomes very sloppy with his insulin/food intake so towards the later turns starts falling asleep. This might be a way of keeping them all focussed, though i don't like the idea of trying to control 2 green tides (150 boys in each) with a clock ticking.
Hmmm *does some quick orky maths* though i could fit them all in 10 stompas.

With the first turn shenannigans why not set a rule that opponent tomfoolery stops the clock until it's resolved.

Edit: Just realised stompas only have a 20 model capacity. Hmm requires more thought.


Last edited by GrimzagGorwazza; 10-04-15 at 05:57 PM.
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post #265 of 378 (permalink) Old 10-05-15, 02:08 AM Thread Starter
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Originally Posted by GrimzagGorwazza View Post
i don't like the idea of trying to control 2 green tides (150 boys in each) with a clock ticking.
Considered movement trays for your green tide? If you made 25 model movement trays and cut silhouettes out of cellophane or cheesecloth (or paper?) of the bases of your terrain, you could just move trays of 25 at a time and 'drape' cover over them when they need to enter it.

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And my collection of all things - particularly Grey Knights; Guard and Adeptus Mechanicus: https://www.heresy-online.net/forums/...d.php?t=129966
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post #266 of 378 (permalink) Old 10-11-15, 06:15 AM Thread Starter
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Well, played a 9 sentinel based army a few days ago and really ate it hard in the face of a fast and determined Ork motorised assault. Was still a fun game, but it was much more of a desparate last stand than I thought it would be, for pretty much the entire game! Still ran to 5 turns, but it was a short 3rd, 4th and 5th for me!

Ork Deployment



IG Deployment



The board


Ork turn 1



IG turn 1


Ork turn 2



IG Turn 2



Ork turn 3


Those lobbas look awesome (Victoria Miniatures) but man are they a good draw against guard. They have a fair chance of knocking out any side AV10 vehicles, and are devastating against T3 5+ infantry.

IG Turn 3
Mind you, they don't like being assaulted. Nor running away. Not one bit.




Ork turn 5 (sorry, forgot a turn of photos - everything except the scout sentinels died)


So that was fun, but brutal and desparate. Made a wealth of 4+ cover saves but as soon as I was in Close Combat, it was all over.

I've also been painting recently:

More meat for the grinder:
(Damn, didn't realise I'd mis-focussed)

More grinder for the grinder 9:

And sentinel no#10 - a scout sentinel to lead the 'Emperor's Talons' formation in Apocalypse:


Now, on to do exam study. Maybe one day I'll have a finished army and no more exams...

...

... unlikely.

Iraqiel

Check out my Imperial Guard Battle-Group-in-the-making as it slowly takes form! Located just here:
https://www.heresy-online.net/forums/...my&army_id=705

And my collection of all things - particularly Grey Knights; Guard and Adeptus Mechanicus: https://www.heresy-online.net/forums/...d.php?t=129966
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post #267 of 378 (permalink) Old 10-31-15, 06:01 AM Thread Starter
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Ah the poor bloody infantry...

More squishies completed this month, and some less squishy ones too... so... crunchies?









Also had great fun playing another game against the orks - a different player this time, and this time despite some nail biting moments and harrowing shock attack gun rolls, I won by a narrow margin of Maelstrom points. Great game, wore down the waves of ork boys at great cost, and was left with only a little number of assets to try and bring the game under my thumb on the last two turns.




Iraqiel

Check out my Imperial Guard Battle-Group-in-the-making as it slowly takes form! Located just here:
https://www.heresy-online.net/forums/...my&army_id=705

And my collection of all things - particularly Grey Knights; Guard and Adeptus Mechanicus: https://www.heresy-online.net/forums/...d.php?t=129966
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post #268 of 378 (permalink) Old 11-02-15, 06:26 PM
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Dude! I saw that Commissar (1st pic above) in the painting deathmatch and absolutely loved it. Great job on that crispness of those tiny details

I am quite jealous of your large games too...I rarely get to play bigger than 1500, occasionally 17/1850 if my opponent can bulk up their list, but I absolutely love huge blowouts with tons of models and cool scenery.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #269 of 378 (permalink) Old 11-04-15, 12:01 PM Thread Starter
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Dude! I saw that Commissar (1st pic above) in the painting deathmatch and absolutely loved it. Great job on that crispness of those tiny details

I am quite jealous of your large games too...I rarely get to play bigger than 1500, occasionally 17/1850 if my opponent can bulk up their list, but I absolutely love huge blowouts with tons of models and cool scenery.
Thanks man! That commissar was really fun to do, I kinda wish I could do more like that... so maybe I will one day.

The Larger games are by exception, but are definitely great fun to get into. I guess I've played two apoc games this year, and really enjoyed both. Other options may be to make an awesome terrain set and then get a bunch of friends and play random activation kill team on the table. I did that when I first finished my titan and had an absolute blast.

The big games are great but having all those models on the table has a downside, and that's time! Maybe look around and see if you know anyone with insane collections who would like a second general to field their force against one or two opponents?

Iraqiel

Check out my Imperial Guard Battle-Group-in-the-making as it slowly takes form! Located just here:
https://www.heresy-online.net/forums/...my&army_id=705

And my collection of all things - particularly Grey Knights; Guard and Adeptus Mechanicus: https://www.heresy-online.net/forums/...d.php?t=129966
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post #270 of 378 (permalink) Old 11-18-15, 09:44 AM Thread Starter
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Ok, painted up my second and third hydras and my second deathstrike! Which is very cool because my guard list is now looking pretty complete...



Supreme HQ:
Creed (Don't have yet)
Clr SGT Kell (Don't have yet)
Hero Veteran (haven't modelled yet)
Hero Veteran (haven't modelled yet)
Hero Medic (haven't modelled yet)
Astropath
Master of Ordinance
Officer of the Fleet
Nork Deddog
Imperial Bastion

Light infantry Company
Coy HQ
Coy Commander
Vox
Medic
(Standard Bearer - for coolness)
Autocannon
Commissarial Cadet Squad
Platoon 1 - Platoon Command Squad, 5 Infantry Squads (only 3 done so far), 3 HWT, 2 SWT, Commissars x 2
Platoon 2 - Platoon Command Squad, 5 Infantry Squads (only 3 done so far), 3 HWT, 2 SWT, Commissars x 2
Platoon 3 - Platoon Command Squad, 5 Infantry Squads (only 3 done so far), 3 HWT, 2 SWT, Commissar, Priest (no priest yet)
Armoured Sentinel Squadron with Plasma Cannons x 3
Wyvern Squadron, 3 Tracks
Aegis defence line x 3


Mechanised Company
Company Command Squad with Col Straken, Flamer, heavy flamer, Missile Launcher, Astropath, Master of ordinance, officer of the fleet, Chimera, armour, camo
Lord Commissar with Emperor's Benediction
Veteran Squad with GSGT Harker, 2x Flamer, heavy flamer, missile launcher, fwd sentries, chimera
Veteran Squad with 3 x Melta, Missile launcher, Carapace armour, chimera
Veteran Squad with 3 x Melta, Missile launcher, Carapace armour, chimera
Veteran Squad with 3 x Melta, Missile launcher, Carapace armour, chimera
Tempestus Scion Squad with 10 men, two hot shot volley guns, chimera

Commando Company
Company Command Squad with CComd with Plasma Pistol, 4 x Plasma Guns, Astropath, Master of Ordinance, Officer of the Fleet, Carapace Armour, Camo Gear
Bullgryn Squad with Slabshields (6)
Bullgryn Squad with power mauls (1 only at present, need 3 more)
Tempestus Scion Platoon with Prime Command Squad, 2 plasma, medic, vox (+ Banner I need to put together for cool factor), Scion squad (6, 5 done currently) with vox, 2 x Hotshot volley guns, Scion squad (6, 5 done currently) with vox, 2 x Hotshot volley guns.
Veteran Squad with 3 x Plasma, Carapace Armour, Camo Cloaks, Demolitions
Veteran Squad with 3 x Plasma, Carapace Armour, Camo Cloaks, Demolitions

Armoured Company
1 Leman Russ commander in Vanquisher
9 x Leman Russ Battle Tanks
3 x Leman Russ Demolishers
1 x Leman Russ executioner
3 x Leman Russ Punisher (don't have these yet)
3 x Mixed Leman Russ support tank sqn.
3 x Hellhounds
3 x Scout Sentinels (4th for sentinel commander with banner)
3 x Armoured Sentinels with autocannons
Macharius Vanquisher
3 x Baneblades
1 x Shadow sword
1 x Stormlord (don't have this yet)

Artillery Battery
9 x Basilisk
3 x Earthshaker emplacements (but I need to steal the guns from the basilisks at the moment)
6 x manticores (only got 4 right now)
3 x Deathstrikes (only got 2 now)
Praetor Missile Launcher

Air Support
Valkyrie Command Squadron 3 Birds (not assembled, still missing 1)
Valkyrie Squadron 3 Birds
Vendetta Squadron 3 Birds
Vulture Squadron 3 Birds
2 x Thunderbolt Fighters (got 1 so far)
2 x Avenger Strike Fighters (Got 1 so far)
Marauder Destroyer (I wish)

Logistics Squadron
4 x Enginseers - Got 3 so far
Servitors, many.
3 x Trojan Support vehicles (only own 1 right now)
Quartermaster (not put together)
Q Squad (not put together)
3 x Chimera flatbeds

That's the plan, then next I'll be repairing my Daemons and starting my Titan Legion in earnest.

I was lucky enough to get an escalation game in, where my mech guard had to try and escort a HellHammer tank through an ork ambush - 3 points for me if it lived or 3 points to the orks for killing it.

It all started well, but as usual as soon as those crazy orks hit, it was all over red rover!

Iraqiel

Check out my Imperial Guard Battle-Group-in-the-making as it slowly takes form! Located just here:
https://www.heresy-online.net/forums/...my&army_id=705

And my collection of all things - particularly Grey Knights; Guard and Adeptus Mechanicus: https://www.heresy-online.net/forums/...d.php?t=129966
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