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Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

So me and a friend tried the BaC boardgame the other day, the starter mission. I went in expecting a decent experience, and had read that it was a pretty alright game. So we played, me as Ultramarines and him as Word Bearers, and, well... I don't think I've ever played a GW-produced game this good before.

The way I judge a tabletop game is this: If I'm enjoying myself at least more than half the time, feel invested regularly throughout the game and, most importantly, can play a losing match but still feel like I'm enjoying myself, I'm playing a very good game. I experienced that at all quarters with this game.

The game is fast and frantic, each move being crucial for the overall course of the game, and all models are important. I assumed normal Tacticals wouldn't be anything other than filler like in the main games, but surprisingly, a Bolter-wielding felt just as important as a specialist or a sergeant. The critical abilities of all weapons, but especially the Bolter and Heavy Bolter's "Lose a Tactical Point", make the game very tactical, to the point where each move and each firing really meant you were closer to victory. The alternateting activation works well too, and makes the game tense, since a move at the wrong time can bait a player to ruin their own chances.

Overall, I had a blast. The only thing I noticed was that the Ultramarine Command Cards (which are drawn from a deck and used during the battle) felt a bit stale; some where awesome, like placing a Barrier, but again, that piece can also be used by the enemy player. Other cards required loss of models to get a very meager reward, which felt fairly weak, compared to the Word Bearer cards, which granted really cruel buffs, though often at a price.

In general, I think this is one of the best games GW has put out yet, and I hope to see more (Dark Angels VS Night Lords, introducing more melee and jump units, or perhaps Iron Warriors VS Imperial Fists, with Rapier Batteries and Breachers?).

What was your impression? If anything, is there something that improves the game even more, or brings the game down, in your opinion?
   
Made in fi
Longtime Dakkanaut






I have played maybe two dozen or so games thus far and yes, it is very good. Almost Space Hulk level good, if not even more at some areas.

I really dig the alternating activations and the weight of decisions, as almost every move you get comes with a price of losing something else. Sure, you can move those guys over there but your opponent gets a shot at these other guys over here. The rules are really like they ought to be in a tactical board game: easy to grasp and play but offering deep and varied ways to approach different situations. Asymmetrical shooting, something good in all weapon choices, frantic pace, risk management... can't really think of any actually meaningful complaints. Perhaps I'd like the barricades to work in close combat too, but that's a minor gripe.

Regarding Command Cards, I don't think they're stale at all. Sure, they're not all born equal in usefulness at all times, but they are still very powerful in certain combinations. Also very good in this schema of easy rules but deep tactics, because many become apparent only after some playing and when combined with others. Remember there are no hand size limits nor limits to how many you can play in a turn, which means both players can wait a few turns and assemble some sick plays towards the end. For example Ultramarines getting a free action with Swift Vengeance to effectively execute a decisive double turn can really turn the tables for them, especially when combined with Improvised Fire Solution to make some previously impossible killings and so forth. Of course, the Word Bearers are just as capable of pulling some crazy shenanigans off their powered butts too with their movement-inducing cards like Guided by Portents. Also, the "Tainted Blade to your Sergeant's eye before he strikes" is a classic with Frenzied Charge from way too far away. Overall I'd say that the Ultramarine's have to manage their hand a bit more carefully, as they benefit from cardplays with synergy in rapid succession, but they're not weak as such. There's always a chance that the Word Bearer gets stuck with sacrificial cards when his men are already dying in droves

Personally I'd love to see expansions to this box. Great fodder for 30k and amazing on its own, profit for GW on all fronts. Even BoardGameGeek seems to like it, which is rare for Warhammer games. The fact that they've already published three extra missions to the game in White Dwarf is promising, perhaps they'll keep pushing this as a game system. Hope they do. More Command Cards, more unit types, more missions and factions for other Legions too and I'll gladly throw my money to the buggers.

In case someone's interested, there is a blog out there where somebody converted the rules to tabletop and made up a whole bunch of new factions. Not in Heresy, but to the Badab Wars.
http://thisveryblog.blogspot.fi/2016/03/betrayal-at-badab-betrayal-at-calth.html

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in us
Longtime Dakkanaut





Myrtle Creek, OR

We've got 2 more missions to play through the campaign but have played about half a dozen times. Agree that it's one of the better game rule sets for small forces that GW have published.

I'd also like to see it expanded to other forces with maybe some new boards, terrain effects, etc.

I'll check out the adaptation on the blog above. My concern is shifting away from board game spaces for movement and figuring effects. That's an actual huge plus in my book since you're not arguing over millimeter measurements and/or templates.

Thread Slayer 
   
Made in gb
Been Around the Block




UK

Played around four or five games now using proxies for the miniatures with my 8 year old nephew and we've had great fun. The rules are simple enough for him to pick up and the alternating turns stop him getting bored when it’s not his go. Looking to pick up the actual box set itself as soon as I can.

Like others have said, I too am very happy to see that they have been supporting it in White Dwarf with new missions and hope that continues. I doubt we will see an expansion but I am hoping the rumours of another HH boxed set using the same rules but with two other factions turn out to be true.

Steve
   
Made in fi
Longtime Dakkanaut






 privateer4hire wrote:

I'll check out the adaptation on the blog above. My concern is shifting away from board game spaces for movement and figuring effects. That's an actual huge plus in my book since you're not arguing over millimeter measurements and/or templates.


If I recall correctly, they used an equivalence of 3" = a hex, meaning if you're within three inches of an enemy unit you are pinned and so forth. Also gives ranges to more than just pistols and flamers. It is more freeform, which is what one might want when playing an actual wargame with miniatures.

Personally though, I really like the hex-grid. It keeps the game relatively abstract in terms of positioning and frees it from idiotic arguments of what is visible and what is not, as everything is what it is determined by the positions of the hexes. Also great for movement purposes, because of the clarity.

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

Sherrypie wrote:
 privateer4hire wrote:

I'll check out the adaptation on the blog above. My concern is shifting away from board game spaces for movement and figuring effects. That's an actual huge plus in my book since you're not arguing over millimeter measurements and/or templates.


If I recall correctly, they used an equivalence of 3" = a hex, meaning if you're within three inches of an enemy unit you are pinned and so forth. Also gives ranges to more than just pistols and flamers. It is more freeform, which is what one might want when playing an actual wargame with miniatures.

Personally though, I really like the hex-grid. It keeps the game relatively abstract in terms of positioning and frees it from idiotic arguments of what is visible and what is not, as everything is what it is determined by the positions of the hexes. Also great for movement purposes, because of the clarity.

I got to agree. The simplicity of the hex grid and the dice rolling just really adds to the game I feel, especially after playing so many freeform games. It feels more like game than a simulation, which I always hated about many tabletop games.

I especially like how there isn't any power pandering to the game, really; All games work exactly the same, with a nod to their special properties through critical abilities. Power Armor is just two dice, a Plasma weapon is three, it's all so simple.
   
Made in us
Flashy Flashgitz





Southern California

Compared to other GW boardgames, BaC has some chess and checkers elements that are more abstract, but make the game more in depth. Looking a turn or two ahead, and exploiting maneuver and probability (and timely card play) can be game changers. It's a different feel than the other games. I think it is what 40K is supposed to capture, but I don't play 40K no mo.
   
 
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