Switch Theme:

Are battles to the death fair?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Freaky Flayed One




England

Now that i have my necron army assembled me and my friendgroup have started playing a few games. However we have already struck a problem. We prefer to play pitched battles of ,To the death or a percentage loss as it keeps things simple for learners. However as my necrons have the "phase out" rule we are wondering if its fairer to play our games to the death or to 25%?

Is phase out supposed to pose as a major disadvantage for necrons or is a 25% game fair?

This message was edited 1 time. Last update was at 2008/10/31 12:22:00


Workers of the world unite; you have nothing to lose but your chains. - Karl Marx 
   
Made in gb
1st Lieutenant







play the missions there is more balance where objectives are concerned compared to just sitting and shooting!

My FOW Blog
http://breakthroughassault.blogspot.co.uk/

My Eldar project log (26/7/13)
http://www.warseer.com/forums/showthread.php?p=5518969#post5518969

Exiles forum
http://exilesbbleague.phpbb4ever.com/index.php 
   
Made in gb
Freaky Flayed One




England

well i dont think it is just sitting and shooting, i feel there is still alot of strategy involved. especially seeing im yet to play my 3rd game.

I will look into missions later although im sceptical that they can be fairly balenced.

So which is fairer of the two to the death/25%?

Workers of the world unite; you have nothing to lose but your chains. - Karl Marx 
   
Made in gb
Plummeting Black Templar Thunderhawk Pilot






Worcester, UK

We've done the "To the last man standing" styled game and found that in normal games of 2000pts it gets a little boring. even more so when you get to the hide and seek stage of the game.

I agree with "Reaver83" missions force you to get stuck into the game and the victory conditions give an accurate way of determining the victor 99% of the time. (why do I always seem to get that 1%? lol)

This message was edited 1 time. Last update was at 2008/10/31 13:14:33


 
   
Made in gb
Morphing Obliterator





well to the death is to the death, no more anything left on the table, but because youre necrons your death is 25%. i dont think it would be fair to impose your disadvantage on your opponent do you?

play the standard missions. they do provide enough variety to keep things interesting, at least in the beginning and they will also get you to start thinking about things a bit more latterally than i go there, i shoot that dude, i win.

This message was edited 1 time. Last update was at 2008/10/31 13:15:11


taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Been Around the Block




Phase Out at 25% is not a disadvantage for Necrons: It's there to balance out how tough they are to kill.

What's unfair is holding that rule over armies that aren't balanced around the Phase Out rule.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Standard Missions are standard for a reason. They give a balanced, tactical game, in which both players have a limited time in which to achieve their objectives.

Playing "kill to the last man" is a common way to start out when two players are learning the rules together, but it does get old, and it does lack balance, because the different armies' different levels of durability and different movement rates are designed to work within a (roughly) six turn framework.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in us
Been Around the Block






I can see only playing to the last man until you get the rules down to simplify things while you learn.

The Necrons phasing out at 25 percent I think is something you need to get used to since this is the army you chose. So asking the other players to play to 25 percent seems like something that would handicap you in the long run. Also it is the rule that balances them out since they have the WBB roll.

If I could make a suggestion for a more fair game that will help you in the long run though I would say play VP’s with normal turn rules. This will add a ton more strategy to your game and help you guys get used to the random game ending.

It means you will get to practice more tactics, and have a clear cut winner in the normal amount of turns. Also less of a adjustment for you when you start rolling for missions because you have the rules down.

My 40k online real estate with a dose of 40k 101
The Emperor's Codex

 
   
Made in us
Dominar






Play to 7 turns and whoever has more points on the board wins.
   
Made in ca
Stealthy Space Wolves Scout






Windsor, Ontario

I think variable number of turns is kind of important to the balance of the game, too. If the game auto-ended on turn 5, anyone who goes last on turn 5 has entirely too much power, with the certainty that his opponent will not act again. It puts too much power in the units that can move 18"+ a turn. Granted, this comes up in games that go to turn 7, but who ever has anything left on the table at turn 7 anyway, let alone fragile speedy units?

The missions are all fairly straightforward. The best learning game, in my opinion, is Capture and Control (2 objectives in your deployment zones), and pitched battle (12" deployment zones on table edges). Very simple, straightforward, and relatively balanced. In a 'go till the table's wiped' sort of situation, it favours the slow, tough units, as they now have all the time in the world to catch up to you. The whole point of a land raider is that for it's point value, it's simply not an efficient cost to damage ratio (it's more complicated than that I know, but bear with me). However, if you get 8 or 9 or more turns in with a land raider, think how much more it will get done, because it's so difficult to wipe out. Same story with a Monolith, more or less.

Remember, 40k is now a game of missions and objectives. New players have the blessed ignorance of not having to adapt from their old ways, no reason to push them away from the objective-mindedness of the new ruleset. Embrace it, and learn to rule over it like unto a god
   
 
Forum Index » 40K General Discussion
Go to: