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![[Post New]](/s/i/i.gif) 2014/01/03 21:59:40
Subject: The DeadZone Gameplay thread
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Fixture of Dakka
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I wouldn't play a mercenary though unless both of us were fielding one.
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![[Post New]](/s/i/i.gif) 2014/01/04 10:02:03
Subject: The DeadZone Gameplay thread
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Is 'Eavy Metal Calling?
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Fair point regarding mercsin campaigns, but in one-off games there's no real drawback.
I can see Nastanza coming into her own in multi-mat games with her phenomenally high range. Get her in a high position and she's basically got 2-grid kill box around her and very little threat from incoming fire if in good cover.
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![[Post New]](/s/i/i.gif) 2014/01/04 19:12:33
Subject: The DeadZone Gameplay thread
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Foxy Wildborne
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This is a play I made today, I wanna run it by you guys to check if it's really legal:
Mawbeast takes a Sprint action (short because it's a Fast model) to move 2 into an enemy cube, gets free Fight. Kills opponent with enough successes to get a free Move action. All this was 1 short action. Takes another Move for its second short action (the free Move for winning a fight does not count towards the limit on duplicate actions) to enter another occupied cube, gets another free Fight action and murders that sucker, too. It stopped there, but in theory as long as it kept beating the targets twice over to get free Moves, one model could sweep the entire board in one activation?
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2014/01/04 19:21:27
Subject: The DeadZone Gameplay thread
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Is 'Eavy Metal Calling?
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lord_blackfang wrote:This is a play I made today, I wanna run it by you guys to check if it's really legal:
Mawbeast takes a Sprint action (short because it's a Fast model) to move 2 into an enemy cube, gets free Fight. Kills opponent with enough successes to get a free Move action. All this was 1 short action. Takes another Move for its second short action (the free Move for winning a fight does not count towards the limit on duplicate actions) to enter another occupied cube, gets another free Fight action and murders that sucker, too. It stopped there, but in theory as long as it kept beating the targets twice over to get free Moves, one model could sweep the entire board in one activation?
I think this is legal, as it goes:
Short Action (sprint) > Free action (fight) > Free action (move) >Short Action (move) > Free Action (fight) > Free Action (move). The only stipulation on free actions is that they can't directly trigger another of the same type, which none of the above do. So yeah, I think you're good to go with that. Hence why it's always worth leaving a couple of cubes between model near enemy CC units to create a 'fire break' and prevent losing multiple models to CC chains.
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![[Post New]](/s/i/i.gif) 2014/01/04 19:23:54
Subject: The DeadZone Gameplay thread
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Fixture of Dakka
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I think you're close but not entirely there.
The Fight is part of the Move/Sprint Action and isn't a separate Action. The same concept as in Dreadball, where a striker can Run as part of a Throw Action, but isn't actually a separate Run Action.
So it is possible to chain a bunch BUT you end up having to have a few rubbish rolls in between so you actually have to have a free Fight Action from NOT killing an opponent, before you can get your second free Move Action.
I've recently learned that an opponent is not obligated to do their Free Fight Action either, or even act at all in their entire Round in case they don't think they can even Break Away decently.
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This message was edited 2 times. Last update was at 2014/01/04 19:27:47
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![[Post New]](/s/i/i.gif) 2014/01/04 19:39:27
Subject: The DeadZone Gameplay thread
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Foxy Wildborne
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Looking at the FAQ and FAQ thread on the blog, looks like you can indeed daisy chain alternating free Moves and free Fights.
Today we also restarted the game twice because the Guntrack Mortar killed half the enemy force on my first activation. Twice.
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2014/01/04 19:42:48
Subject: The DeadZone Gameplay thread
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Is 'Eavy Metal Calling?
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Compel wrote:I think you're close but not entirely there.
So it is possible to chain a bunch BUT you end up having to have a few rubbish rolls in between so you actually have to have a free Fight Action from NOT killing an opponent, before you can get your second free Move Action.
I see what you mean if it was a move action that caused the fight, but for a sprint you'd be ok to take the free move from doubling, move again and then fight. You would then need to fight again (ie. enemies are still in the cube) before you could get a free move.
I've recently learned that an opponent is not obligated to do their Free Fight Action either, or even act at all in their entire Round in case they don't think they can even Break Away decently.
Interesting. I can actually see that being quite useful in some cases, potentially tying up an enemy model for longer without risking yourself.
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![[Post New]](/s/i/i.gif) 2014/01/04 20:08:09
Subject: The DeadZone Gameplay thread
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Fixture of Dakka
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It was more the: "as long as it kept beating the targets twice over to get free Moves, one model could sweep the entire board in one activation?"
That I was saying was close. But not quite right.
The rulebook has been errated to clarify things, this is separate from the faq.
Page 22, Free Actions section, 1st para, 5th line, sentence finishing “…action of the same type”: add “for the same model” to the end of the sentence so that the sentence reads” A free action cannot trigger another free action of the same type for the same model.”
Page 22, the sentence after the one above: Add to the end “unless it has been earned by a different model”. The sentence will now read: ” If the result says that a second free action of the same type is earned then ignore that part of the result unless it has been earned by a different model.”
Page 28, right col, 2nd para, 2nd line: delete “for free”. The sentence will then read “…same cube as an enemy model then it will Fight as part of that action.”
So, that does limit the chain a bit.
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![[Post New]](/s/i/i.gif) 2014/01/04 23:24:42
Subject: The DeadZone Gameplay thread
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Near Golden Daemon Caliber
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Bit tired to follow along too closely with free vs not free actions, but I feel this is a 'hidden' strength of any melee knockback weapon as well. If you can double your opponent's fight without killing them, you can push then follow repeatedly, crossing the board even if they were smart and set up their checkers pieces to deny multiple jumps.
Unless the rules changy bit quashes that. Bit out of it today to really follow along =/
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![[Post New]](/s/i/i.gif) 2014/01/04 23:42:13
Subject: The DeadZone Gameplay thread
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Is 'Eavy Metal Calling?
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GrimDork wrote:Bit tired to follow along too closely with free vs not free actions, but I feel this is a 'hidden' strength of any melee knockback weapon as well. If you can double your opponent's fight without killing them, you can push then follow repeatedly, crossing the board even if they were smart and set up their checkers pieces to deny multiple jumps.
Unless the rules changy bit quashes that. Bit out of it today to really follow along =/
Hmm, hadn't thought of that. I might have to give that a go next time I break out the Mauler suit.
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![[Post New]](/s/i/i.gif) 2014/01/05 00:18:42
Subject: The DeadZone Gameplay thread
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Near Golden Daemon Caliber
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Yeah the mauler is probably best suited to it. Someone else can too, but I think the mauler does it best.
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![[Post New]](/s/i/i.gif) 2014/01/05 01:13:09
Subject: Re:The DeadZone Gameplay thread
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[DCM]
Incorporating Wet-Blending
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Re command. Why is the stat split into two numbers (i.e., 1-1) rather than just the total? I can't seem to find a reference to anything other than the command total in the rules...
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![[Post New]](/s/i/i.gif) 2014/01/05 01:39:19
Subject: Re:The DeadZone Gameplay thread
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Painting Within the Lines
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JoshInJapan wrote:Re command. Why is the stat split into two numbers (i.e., 1-1) rather than just the total? I can't seem to find a reference to anything other than the command total in the rules...
Check the End of Round section on pg 21, specifically point 2. The 2 numbers determine how many new battle cards you draw at the end of the round and how many of those you can keep in your hand.
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Those who live by the sword get shot by those who don't |
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![[Post New]](/s/i/i.gif) 2014/01/05 03:03:40
Subject: The DeadZone Gameplay thread
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Near Golden Daemon Caliber
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The two numbers also have to do with the psychic special ability. One or the other is a model's defense against attacks. It's a useful stat for working in future rules as well.
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![[Post New]](/s/i/i.gif) 2014/01/05 10:56:41
Subject: The DeadZone Gameplay thread
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Is 'Eavy Metal Calling?
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GrimDork wrote:Yeah the mauler is probably best suited to it. Someone else can too, but I think the mauler does it best.
I think the Plague Terraton is the only other one that can do it, but I don't own one of them yet.
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![[Post New]](/s/i/i.gif) 2014/01/05 11:05:50
Subject: Re:The DeadZone Gameplay thread
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[DCM]
Incorporating Wet-Blending
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larva_uk wrote: JoshInJapan wrote:Re command. Why is the stat split into two numbers (i.e., 1-1) rather than just the total? I can't seem to find a reference to anything other than the command total in the rules...
Check the End of Round section on pg 21, specifically point 2. The 2 numbers determine how many new battle cards you draw at the end of the round and how many of those you can keep in your hand.
Well, that was pretty obvious-- I'm a little ashamed I missed it. Thanks.
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![[Post New]](/s/i/i.gif) 2014/01/05 12:46:28
Subject: The DeadZone Gameplay thread
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Is 'Eavy Metal Calling?
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Don't worry, it's very easy to miss. It took me about 4 games before I realised it.
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![[Post New]](/s/i/i.gif) 2014/01/09 15:35:14
Subject: The DeadZone Gameplay thread
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Badass "Sister Sin"
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So I played a game against an adult last night and it was a blast. I got destroyed.
Something I never realized:
Supporting fire for Blaze Away does not need to be in the same square as you! Holy crud.
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![[Post New]](/s/i/i.gif) 2014/01/09 15:49:09
Subject: The DeadZone Gameplay thread
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Near Golden Daemon Caliber
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WUT. Elaborate? My rulebook is a pdf and what with this screaming kid there's no hope of finding that.
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![[Post New]](/s/i/i.gif) 2014/01/09 15:52:08
Subject: The DeadZone Gameplay thread
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Badass "Sister Sin"
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GrimDork wrote:WUT. Elaborate? My rulebook is a pdf and what with this screaming kid there's no hope of finding that.
So when you fire Blaze Away, you get +1 dice per supporting model.
I always thought that meant unactivated model in your cube that could also blaze away. It doesn't. It is unactivated model that could blaze away at that same cube. So if you have 5 dudes who all have area LOS to one spot, you can activate one to blaze away and then support with the other 4 to get +4 dice.
"Supporting Models
*A friendly model may support a Blaze Away action if
it has not yet activated and it could have made a Blaze
Away action of its own against the same target. A model
that supports is marked as activated and does count
towards the maximum number of models a player can
activate in his Turn." Automatically Appended Next Post: Long story short, my horde of marauder commandos could have been a lot more effective if they weren't piled up in a square and could have spread out and then all blazed away for one activation.
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This message was edited 1 time. Last update was at 2014/01/09 15:52:59
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![[Post New]](/s/i/i.gif) 2014/01/09 15:56:29
Subject: The DeadZone Gameplay thread
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Near Golden Daemon Caliber
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Yeah holy crap. That's kind of huge, and I was totally reading it the same way. That makes those hordes of human rebs a bit more appealing if you can distribute them around and not pile them up to get fragged to death.
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![[Post New]](/s/i/i.gif) 2014/01/09 16:37:12
Subject: The DeadZone Gameplay thread
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Is 'Eavy Metal Calling?
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Ok, that's both interesting and possibly awesome. I'll have to try out a setup, probably with rebs, that makes use of this. The Onslaught Cannon suddenly looks more useable if my 4 point humans can add dice without having to stand next to it.
Also, with Orx there could be a trick here, cheap 5 point Commandos lending fire to a Rainmaker to take advantage of it's multitude of high-ROF weapons.
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![[Post New]](/s/i/i.gif) 2014/01/09 16:51:22
Subject: The DeadZone Gameplay thread
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Near Golden Daemon Caliber
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Yeah, I totally did not realize you could do that from anywhere in los. Awesome.
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![[Post New]](/s/i/i.gif) 2014/01/09 17:19:55
Subject: The DeadZone Gameplay thread
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Badass "Sister Sin"
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Yeah, makes horde squads crazy good.
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![[Post New]](/s/i/i.gif) 2014/01/09 17:31:50
Subject: The DeadZone Gameplay thread
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Is 'Eavy Metal Calling?
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I'm almost thinking I need to try this list with a few proxies: Rebs Commander 2x Zees scavengers 2 Onslaught Cannon Grogan 7Humans Hide the Zees, suppress the crap out of everything and then dash in with the Zees. It would be terrible, but oh-so-much fun!
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This message was edited 1 time. Last update was at 2014/01/09 17:32:04
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![[Post New]](/s/i/i.gif) 2014/01/09 17:32:41
Subject: The DeadZone Gameplay thread
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Badass "Sister Sin"
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That looks kind of entertaining.
The only problem is that you can only really suppress two targets a round. More if you can get some commands off.
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![[Post New]](/s/i/i.gif) 2014/01/09 17:36:27
Subject: The DeadZone Gameplay thread
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Is 'Eavy Metal Calling?
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Fair point, You would be stuck with only 1 mega-activation per turn, but on the other hand, 1 6-dice attack is pretty much a certain Suppressed result, especially if the enemy are in cover, and there's a good chance to do a little damage given the amount of dice.
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This message was edited 1 time. Last update was at 2014/01/09 17:36:49
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![[Post New]](/s/i/i.gif) 2014/01/09 17:36:33
Subject: The DeadZone Gameplay thread
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Fixture of Dakka
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I figured it had to be the same cube as well...
That is potentially very, very cool. Though I imagine that it's pretty well balanced as well, since it still counts as an Activation, for a turn. - So, 6 dudes max contributing to one uber blaze away? That can still only do a max of 3 potential damage.
Something to keep in mind though.
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![[Post New]](/s/i/i.gif) 2014/01/09 17:41:23
Subject: The DeadZone Gameplay thread
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Badass "Sister Sin"
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Oh, it is capped at -3. Damn. We did that wrong.
Another clever thing, it is really useful to seize the initiative if you have more models than your opponent. Example:
- My opponent had 5 enforcers and 4 command total
- I had like 10 guys and 5 command total
He would always finish first so would always get the initiative. If you do the blaze away trick and activate like 8 at once, you would finish first and then get the initiative.
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![[Post New]](/s/i/i.gif) 2014/01/09 18:19:49
Subject: The DeadZone Gameplay thread
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Near Golden Daemon Caliber
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@Pretre, sneaky! Don't forget ammo for the grogan is cheap too, in case you want to run your humans around for something. Might get a lucky clear shot or whatever. The snag is when you're doing suppression antics and need to actually kill stuff =/
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This message was edited 1 time. Last update was at 2014/01/09 18:19:57
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