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Made in ca
Fixture of Dakka





Ottawa Ontario Canada

Ok so this scenario has 3 optional rules played only if both players agree to use them.



What I'm trying to address is make the game less top weighted/front heavy as this is a big impediment to scaling up point levels. What's happening commonly in games is a very exhausting first turn or two followed by one player tapping out. A few things conspire to make this a common occurrence, I can't tackle all of them as army construction is still very permissive but the goals are to limit planes impact somewhat, as some players have entire air forces and others have not been able to secure a single plane. But not only that, the sheer weight of fire one can bring in wherever they want with ample pre measuring is leading not to cool dogfights but just a lot of feels bad.



Infiltrate has rendered transports in many ways a lot less useful or needed. It's also handed out like water in a heat wave, there are no guard rails or limits at all. Why invest in rhinos or dracosan or land raiders or spartans or hell even air transports if the majority of your army can deploy wherever it wants. I don't want to live in a world where the meta is both players placing dozens of AA tarantulas in no man's land to the point where my beautiful board has all ability to suspend disbelief drained from it entirely. Infiltrators are still given a choice to deploy in their deployment zone or be given outflank and placed in reserve.



The last fix is also very needed I feel. Because the core game always has 6's hitting. This is a problem because there is no interaction with, for example, targeting a detachment in cover or occupying a structure. If you're already needing 6, nothing can render that any worse, but also nothing can turn that 6 simply into a cannot shoot. What this means in effect is overwatch's penalty to hit often is irrelevant, as you may be waning to overwatch a detachment in -2 cover or a flyer without having skyfire. When you cynically combine this with inexpensive units with high volume or high quality of fire, like 8 sentinels putting out 24-32 shots for a whole 100pts or 10 contemptor dreadnoughts with accurate lascannons for 160pts, these detachments largely don't care about needing 6's to hit, either because of sheer volume of fire or the fact that they re-roll missed shots. The change of limiting overwatch to first fire is these units at least can no long advance and then overwatch, they must commit to first fire and not move in order to be able to do this. This change would not affect weapons with point defense.




Do you play 30k? It'd be a lot cooler if you did.  
   
Made in es
Regular Dakkanaut




You are good at designing scenarios I must say!!
   
Made in gb
Longtime Dakkanaut




find myself thinking the Flames method of objectives for scoring could work well, not the way the game has sudden death with capturing, but for placement and scoring

in effect you have two objectives each, you place on in your own deployment zone and one in the enemies

you then only score by capturing the enemy one, you don't get points for holding your own, just deny points to the enemy by doing so

then when the game ends, and only then do you look at casualties scored, and only the "winner" does this

the aim being to both win and minimise your own losses

you can then also overlay "reserves", with a minimum part of your force that goes into them in some missions (helps declutter the table as well as tone down T1 alpha strikes), these forces can then be used to outflank or whatever depending on the scenario

heck a lot of WW2 game scenarios will port over to Legions conceptually quite well
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

SU-152 wrote:
You are good at designing scenarios I must say!!


Thanks guy


Automatically Appended Next Post:
leopard wrote:


you can then also overlay "reserves", with a minimum part of your force that goes into them in some missions (helps declutter the table as well as tone down T1 alpha strikes), these forces can then be used to outflank or whatever depending on the scenario

heck a lot of WW2 game scenarios will port over to Legions conceptually quite well


Anything that helps legions be less alpha strikey is a good thing for sure, and that's also it too, it's not just alpha strike but as you said declutter the table, there can be such a wide variance in activation and detachment/model count that things can get so silly so quick.


I hear horror stories of first game gone awry where to no one's fault, both players just have really wacky armies. A first game where opponent has like 4-8 planes half of them bombers, especially in a context where unless you proxy players don't even have access to stuff like AA tarantulas until this weekend. It's really odd how the book doesn't even have a box on like "turning things to 11 too quickly" even just hinting that like, maybe a squadron of 4 bombers or detachment of 6 super heavies might be a lot for a first game. And I understand it too, the game incentivizes almost every detachment with cheaper points cost the more they expand existing detachments and the result is paying more for msu, activation economy. Games where people tap out turn 1 or turn 2 are to be expected I think no matter what but, it's unfortunate for mass battle game to sort of falter under its own weight with such top loaded battles. But I guess my vision of mas battle isn't a demolition derby, more like lengthy or extensive battle, a conveyor belt of back and forth, attack and counter attack. And the thing is, the game function better as say making you make a big list but feeding it to both players in manageable chunks to not tip over alternating activation, resulting in a wonderful 5 course meal that hopefully feels like time well spent. Right now its like a buffet in the middle of the pit at a heavy metal concert. It's bright, flashy, never entirely boring but eventually exhausting instead, bewildering, you come away head spinning and not even sure you got much to eat.

This message was edited 1 time. Last update was at 2024/02/26 20:23:29


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




its actually where, and its a risk even thinking it, but the base rulebook having even fewer units in it would have helped

just the stuff in the starter box, with formations written around them and them alone, or at most that and what was released alongside it

and note that these are "gets you started" lists, even have them as a softback in the box not actually in the book maybe

puts a level playing field out there in the first instance, then have 1st edition like scenarios to teach the game, in the same softback stuff

now you have a hardback that comes out with the next wave of kits and more toys in it
   
 
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