|
Post by Jack Shrapnel on Dec 5, 2014 21:43:15 GMT -5
|
|
|
Post by thesanityassassin on Dec 5, 2014 22:28:50 GMT -5
The general scenario seems very cool, but I'm concerned about a board with absolutely no cover outside of the vents. It honestly HELPS me, as I can bring cover with me, but I can only imagine how horrible it would be for someone to come up against something like my grav bikes with no way to get a cover save outside of a 1-2 roll or a bought fortification.
At that same time, it IS the Club Championship, and that DOES have wacky missions. I had to deal with 9000 Orks with a 4+ cover save last year. Still, I could see that being a bit of a sore spot.
|
|
|
Post by Jack Shrapnel on Dec 5, 2014 22:55:58 GMT -5
The board itself is being designed with some lava flows and such for some additional cover spots...
I agree though, I really needed to keep cover in this one as long as possible myself. Also a word to the wise, even the S5 AP- hits start to add up, especially when you're getting hit by multiple vents at once!
|
|
|
Post by voodoo on Dec 5, 2014 23:27:41 GMT -5
The changes in the vent area of effects will help with the "double tap". As it was, no unit except the baneblade could have been touched by a pair of the S8 effects, but there's now plenty of room to fit even a bastion in between the large blast radius effects.
Also, on cover it is important to note you have a 50% chance of providing the entire board with a 6+ cover save as well as Shannon said, there will be some strewn rocks and lava flows to make some impassible areas and have some LOS blocking pieces aside from the vents themselves.
|
|
|
Post by Jack Shrapnel on Dec 6, 2014 7:22:57 GMT -5
lol... yeah but who'd be crazy enough to hide behind one of those vents!
|
|
|
Post by raceygaming on Dec 6, 2014 17:16:11 GMT -5
I liked the video, I only have two concerns.
1. As matt pointed out that cover is kind of a big deal. I see that vents give cover and some other pieces will be added but ash could at 5+ rather than 6+ seem like it evens out this table more. It happen 50% of the time and helps to mitigate some of that AP 1/2/3 shooting, especially vs players that want more of a horde style of play. AS it is the vents will kill a lot of models in a horde list so why not give them slightly better cover. At 5+ bikes and vehicles still have to make that jink choice if they are worried about failing the 5+.
2. The interaction between "Gets hot" and vehicles. Since any shooting of 4 or more give gets hot and vehicles only save gets hot on a 4+. I didn't see it in the game but every time that storm raven fires its assault cannons ( 4 shots) on the roll of a 1 it has a 50% to glance itself ( plus its melta)! maybe i'm overestimating the number of vehicles that have weapons that shoot 4 or more time but it seems harsh to since that many point into a tank to have that effect. ( venom's are totally junk here)
Overall I love this map idea its going to be pretty cool to play on. Hahaha all those gets hots saves that the Xenos are gonna have to make ( my tau are gonna have fun here)... all that 4+ shots, lances, plasma and fusion. And I pray someone with the Bolter banner doesn't go to this table, all those beautiful salvo 4 bikes exploding. Good times
|
|
|
Post by Jack Shrapnel on Dec 6, 2014 18:04:04 GMT -5
I actually lost a carnifex to gets hot in that video...lol... this map is rough...
...be thankful you didn't see the first version of this mission....the one on the video is about the third incarnation, we keep toning it down after each time we play it... version one I think the mission just about tabled me the first time we played it!
|
|
|
Post by thesanityassassin on Dec 6, 2014 19:51:15 GMT -5
What if the Ash Cloud provided a table wide 6+ - Not Stealth or Shrouded to avoid the 2+ jinks and such, but just a constant (albeit crappy) cover save on the board, and it improved to 5+ or 4+ in an area on a 1 or 2?
|
|
|
Post by Jack Shrapnel on Dec 6, 2014 19:56:32 GMT -5
that could work maybe... I'm liking that....
|
|
|
Post by raceygaming on Dec 6, 2014 21:11:58 GMT -5
Ya i could get on board with that too, tho i think you have to be careful with the 4+ just because then it takes away from a unit that might jink otherwise. If you get the save any way all those units that might jink will just go 100% offense all game. Tho 4+ would be very nice. I still think that the "gets hot" works well on troops, MC and stuff with wounds but on vehicles it seems VERY rough. i'm not surprised you lost a dakkafex to this map, i would have thought you flyrents woulds died turn 2 with gets hot and once it takes a wound there it takes a grounding test...
|
|
|
Post by Jack Shrapnel on Dec 6, 2014 22:11:49 GMT -5
actually my flyrants never took a wound from gets hot... hitting on 3's with twin linked is pretty reliable... plus my odds cut in half once the vents rolled a six and killed one of the flyrants
|
|
|
Post by raceygaming on Dec 6, 2014 22:20:01 GMT -5
Oh right that D3 AP3 S8 hits, good times, I guess you suggest people keep fliers away from the vents then.
|
|
|
Post by voodoo on Dec 7, 2014 0:23:29 GMT -5
Yeah, I made sure the storm eagle was over 6" away (5" now) at all times. As for the ash cloud providing a table wide cover save, it already covers 96.7% of the board there's 2 small diamonds in the middle and some tiny triangles in the corners. To have to roll the effect then improve that effect with another roll would eliminate the gamble effect of the board.
Case and point, I didn't want to move my oblits past the bastion but I didn't have a choice, they needed to get out of my deployment zone and I paid the price when Shannon rolled a major eruption. It forces hard decisions and makes you fight for the safe zones while trying to get objective secured into your opponents deployment zone. Definitely keeps you on your toes and really makes you "chess move" as you try to safely navigate the board and your opponent.
|
|
|
Post by raceygaming on Dec 7, 2014 1:28:23 GMT -5
I see what you mean about the gambling effect but it seems like a 6+ cover save all the time that improves to a 5+ on a 1-3 is still a lot of gambling. You still need to move out of the deployment zone at some point and the vents are still a clear danger to sticking around. I just think that a slight modification to the cover save would make more army list have a more fun time on this map.
|
|
|
Post by thesanityassassin on Dec 7, 2014 2:00:47 GMT -5
Yeah, I was meaning that the 6+ is just a board effect, and then the Ash Cloud roll makes it a 5+. A 6+ isn't a big deal, as opposed to base Stealth or something, but it lets the table be open without just being a complete death trap.
|
|