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Made in us
Devestating Grey Knight Dreadknight





Overland Park, KS

So, it seemed like we got bogged down tonight in combat with ~7ish baddies vs my group of 5 Acolytes. The fight took about an hour to run its course, and it wasn't exactly supposed to be a 'set-piece'; important, but not an hour important.

Any tips on speeding up combat? Less, but stronger enemies perhaps? They were also far too weak, I think I need to give all of my enemies pen or tearing.

   
Made in us
Long-Range Black Templar Land Speeder Pilot





Wallingford Pa

Remember dark heresy the party is humans. Less enemies will not change anything. The big problems are usually the PC's. Most DM's give them to much time to talk or think about what they need to do in combat then thinking on the spot. You can fox this by making sure the PC's have a cheat sheet of what they have anf what they can do. Next get yourself a timer and give the PC's 1 to 2 minutes for their turn. If they have not decided then the lose that turn.

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Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

If a player is taking more than a minute to do their turn, with psychic phenomoma aside, they are taking too long.

Your players should be paying attention at all times during combat, not on the phone texting or talking to another player, this keeps it smooth as each player can plan their moves before they have to make them.

If you think your enemies are too weak and don't want to give them special ammo, then have them use grenades. Trust me.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Devestating Grey Knight Dreadknight





Overland Park, KS

I point at them and ask them what they want to do, there isn't really a lot of chatting happening.

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

We had a combat that went for 3-4 hours once, but it was a big combat with about 20 people per side. Huge fight. Loads of fun.

I'm surprised you're getting bogged down with 7 v 5, enough that it takes an hour. There's not a lot the PC's can do in their turn, and as mentioned above the longest things are usually psychic powers and the side-effects. How hard is it to work out how far away you are from something, roll To Hit, roll damage, work out reductions/wounds, and then move on? HTH is even simpler, because you're either in HTH, charging into HTH, or not in HTH.

How tough are these adversaries? Cultist/Mutant rabble or Warlord Titans?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Devestating Grey Knight Dreadknight





Overland Park, KS

Well we do have 1 psyker, and he can take a while sometimes.

Maybe the combat didn't take too long, but it just felt like it took a long time since the enemies were no threat; so we were just going through the motions of killing them.

I had 'tested' their stats previously with one of the other players, and they seemed pretty tough, but this time they just missed a bunch of attacks, or I just rolled really low on their damage. I think they'll be getting back tearing next time my guys fight them... well, the upgraded versions.

They were heretek constructs, basically. Natural armor of 4, 15 wounds, 1D10+4 for damage; I rolled so badly, the only wound one of my acolytes took was one he received when he fell over in the elevator and smashed his head on a crate.

This message was edited 1 time. Last update was at 2011/08/31 14:06:35


   
Made in us
Beast Lord





Combat with servitors goes really quick. Either the servitors die or the PCs die. I would advocate the use of grenades for the PCs, or even enemies, as they cause lots of destruction too.

 
   
Made in us
Devestating Grey Knight Dreadknight





Overland Park, KS

I used a grenade, it hit 4 of the constructs and did 3 wounds to each of them, lol. I would think grenades would do more damage.

This message was edited 1 time. Last update was at 2011/08/31 14:44:39


   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Grenades are fickle unless your buying really good ones.

But flame grenades... those wreck. And they cost so little.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
 
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