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Made in us
Regular Dakkanaut






My son(12) and I had our first WM game. You can check it out on my blog...
http://blitzbattles.blogspot.com
Also, there you can see my Khador "Winter Terrain" in use.

My understanding of WM rules was only theory until last night- now that I see them in action I must say- what a great rules set! The game was dynamic, exciting and fluid. I'm sure we made some errors along the way but, hey, it's our first game!

The armies are basically Khador and Cygnar starter boxes(but Khador 'jacks are plastic versions) with a couple of Mercs thrown in.


Visit my Iron Kingdoms at War blog...
 
   
Made in ca
Master Sergeant





Edmonton

Good game, the terrain is really nice too. Hope to see more from time to time!
   
Made in nl
Bane Knight





Netherlands

From reading the report I think quite a few things where not correctly interpreted. I think the most improtant things to read up on are the following:
- Command radius (range is Command stat)
- Control radius (Range is Focus * 2)
Going out of command radius is no biggie for a warjack, out of controlradius is annoying as you cannot allocate focus when that happens...

- What can a model do. This is because I get the idea you are making shooting and combat attacks with eirrys. Also if in combat Gorman can't throw a grenade (as far as I know...). You get a move and a action, action can be melee attack OR range attack, normally not both!! Charges combine move and action..

- Turn sequence / activations: from reading the report I think something was not quite right. it read like ironclad hits, then the jugger, then ironclad with it's second attack. It should be Ironclad charges, hits with axe, then tries with fist. (best effect would have been give ironclad 3 focus, charge (1 focus) and hit with hammer, then hit with fist, buy extra attack with hammer (2 focus) and if hit boost damage (3 focus), after witch the lancer should take out the cortex (read the rules for the shield!!)

- Read the rules for free strikes. Moving out of combat has a downside, trust me!!

this is a lot to read, but you should try it. Look at the quickstart rules. I believe the MK2 ones are online and they will address everything I described. If you have any specific questions then I or someone else will try to be as ghelpfull as I (we) can be...

Edit: Here is a link to the quickstart rules if you do not have them at the moment. They are at the bottom
http://privateerpress.com/warmachine/the-game

This message was edited 1 time. Last update was at 2010/02/09 14:59:43


 
   
Made in ca
Master Sergeant





Edmonton

Another thing to learn and become aware of are the power attacks. Slamming the lancer into Stryker would knock both down and hurt both. Then they either have to sacrifice 1/2 their turn or spend focus to shake the effect. A knocked down 'caster is a good thing.
   
Made in us
Regular Dakkanaut






Thanks for the feedback, it was more the way I wrote the Battle Report that might lead you to think I made some rules errors than the actual play- that's my fault for not being more detailed.
LordRavurion wrote:
- Command radius (range is Command stat)
- Control radius (Range is Focus * 2)
Going out of command radius is no biggie for a warjack, out of controlradius is annoying as you cannot allocate focus when that happens...

You are quite right. In my BatRep I said command area when I should have said control area- thanks for pointing this out.

LordRavurion wrote:
I get the idea you are making shooting and combat attacks with eirrys. Also if in combat Gorman can't throw a grenade (as far as I know...). You get a move and a action, action can be melee attack OR range attack, normally not both!! Charges combine move and action..

Eiryss did not make a ranged and melee attack in the same turn- she closed and used both of her melee weapons. Gorman didn't throw a grenade while in melee contact. After successfully disengaging and surviving a free attack, he bombed Eiryss with his grenade. From the way I wrote it looks like one turn- the fault's in my description.

LordRavurion wrote:
- Turn sequence / activations: from reading the report I think something was not quite right. it read like ironclad hits, then the jugger, then ironclad with it's second attack.

Again, not a rules usage problem but a description issue. When I said the Ironclad's second attack I meant in another turn(as in the next time he attacked)- he didn't attack with his Ironclad's weapon twice in one turn.

LordRavurion wrote:
- Read the rules for free strikes. Moving out of combat has a downside, trust me!!

We definitely used the free strikes9just didn't detail them).


LordRavurion wrote:
this is a lot to read, but you should try it. Look at the quickstart rules. I believe the MK2 ones are online and they will address everything I described. If you have any specific questions then I or someone else will try to be as ghelpfull as I (we) can be...

I have the MKII rulebook and it's been a good read. Again, it was more an issue of how I wrote the report- I should have broken it down turn by turn. Thanks for your feedback though because I will be sure to do a better job with the reporting in the future...I wouldn't want anyone to get the wrong idea and apply the rules wrongly.

The one group of rules my son and I left out was special actions by warjacks(charges, headbutts, etc.)- although this weakens the effectiveness of the 'jacks we wanted to simplify attacks for our first game.

Thanks again for your post.

Visit my Iron Kingdoms at War blog...
 
   
Made in nl
Bane Knight





Netherlands

Well I was thinking it might be the way you wrote it, but I thought I should comment on it anyway and see where this goes...

Did not know Eiryss had 2 combat attacks, have to reread her. (although IMHO a Eiryss in combat should be prevented at all costs, especially against a lowly gorman...

 
   
Made in us
Anointed Dark Priest of Chaos






Gareson nice batrep.

Those buildings look great. Are you a member of the Privateer Press forum? I have not seen pics of these on there, but you should post them, I think people would love to see them.

++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in us
Regular Dakkanaut






LordRavurion wrote:
Did not know Eiryss had 2 combat attacks, have to reread her. (although IMHO a Eiryss in combat should be prevented at all costs, especially against a lowly gorman...

Yeah, under most circumstances I plan to avoid it. Thing is....he moved Gorman in close and I thought with both attacks in one turn(sabre and crossbow bayonet) I could beat up on him nicely.

We've played a couple of games since then in which he has taken Eiryss...I am very scared of her Phantom Bolt- that's quite an ability.

Visit my Iron Kingdoms at War blog...
 
   
Made in nl
Bane Knight





Netherlands

That is indeed the point of eirrys IMHO. You are scared and therefore watch what you move near her.

Once you get some more points you will see it is quite easy to tie her up or give a threat back. (longgunners are not the prettiest models, but Eiryss will stay away from them as long as she can, because they will kill her with a CRA. As will troops with a CMA, once they run into engangement.

Also for khador, take a manhunter. they are quite easy to learn, but they can really hurt most solo's, casters and even rough up some (Light) jacks...


 
   
 
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