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![[Post New]](/s/i/i.gif) 2020/03/31 15:54:38
Subject: Re:Wh40k 2nd edition. Share your experience and advice.
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Humming Great Unclean One of Nurgle
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So, how are the decks usually set up?
For the Psychic deck, there's no way it can be just one of each card.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2020/03/31 16:18:31
Subject: Re:Wh40k 2nd edition. Share your experience and advice.
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Long-Range Land Speeder Pilot
UK
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JNAProductions wrote:So, how are the decks usually set up?
For the Psychic deck, there's no way it can be just one of each card.
It's been over 20 years so I might be missing something, but I'm pretty sure it's one of each, dealt at random from a deck of your choice, you could redraw any cards, but were stuck with the 2nd draw.
As there were usually 8 cards per deck it was quite easy to drain a deck of weaker cards with low level psykers (redraw any good ones), then clean up all the good powers onto a level 4 psyker.
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![[Post New]](/s/i/i.gif) 2020/03/31 16:23:45
Subject: Re:Wh40k 2nd edition. Share your experience and advice.
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Humming Great Unclean One of Nurgle
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Insularum wrote: JNAProductions wrote:So, how are the decks usually set up? For the Psychic deck, there's no way it can be just one of each card.
It's been over 20 years so I might be missing something, but I'm pretty sure it's one of each, dealt at random from a deck of your choice, you could redraw any cards, but were stuck with the 2nd draw. As there were usually 8 cards per deck it was quite easy to drain a deck of weaker cards with low level psykers (redraw any good ones), then clean up all the good powers onto a level 4 psyker.
But it says that Force Cards were the most numerous... I have not finished reading through the Battle Bible yet, so maybe it's explained in more detail later, but it's a little off-putting right now. Edit: Thank you, though, for your words of advice!
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This message was edited 1 time. Last update was at 2020/03/31 16:23:55
Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2020/03/31 16:39:27
Subject: Wh40k 2nd edition. Share your experience and advice.
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Nasty Nob
Crescent City Fl..
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There was a roll each psychic phase to determine the number of force cards available for each player there was an ultimate power card and a nullify card. which could be played to end the phase. The Ultimate power card could fuel any power, each power required an amount of force cards to be spent to fuel them.
I'm sure there was a bit more to it but can't really recall. It might have been a 2D6 roll for the number of force card dealt.
As far as choosing powers we would hold out the cards face down, fan them out and the other player would draw how ever many cards were asked for from that deck. The draws were random. That's how we dealt with random draws from different decks.
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The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2020/03/31 16:47:46
Subject: Wh40k 2nd edition. Share your experience and advice.
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Decrepit Dakkanaut
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warhead01 wrote:There was a roll each psychic phase to determine the number of force cards available for each player there was an ultimate power card and a nullify card. which could be played to end the phase. The Ultimate power card could fuel any power, each power required an amount of force cards to be spent to fuel them. I'm sure there was a bit more to it but can't really recall. It might have been a 2D6 roll for the number of force card dealt. As far as choosing powers we would hold out the cards face down, fan them out and the other player would draw how ever many cards were asked for from that deck. The draws were random. That's how we dealt with random draws from different decks. Close. The roll was for determining how many cards both players got handed out, alternating and starting with the player whose turn it is, not each. If you rolled a 7, one person got 4, the other had 3. You're also missing Destroy Power, Daemonic Attack, Reflection, and Energy Drain from the special cards. Nullify was simply a dispel, the end phase effect you're referring to is actually the Energy Drain card. 2D6 was the most common Warp roll, but could be modified by the mission/scenario or by player agreement.
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This message was edited 3 times. Last update was at 2020/03/31 16:50:47
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![[Post New]](/s/i/i.gif) 2020/03/31 17:22:05
Subject: Wh40k 2nd edition. Share your experience and advice.
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Secretive Dark Angels Veteran
Canada
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Platuan4th wrote: warhead01 wrote:There was a roll each psychic phase to determine the number of force cards available for each player there was an ultimate power card and a nullify card. which could be played to end the phase. The Ultimate power card could fuel any power, each power required an amount of force cards to be spent to fuel them.
I'm sure there was a bit more to it but can't really recall. It might have been a 2D6 roll for the number of force card dealt.
As far as choosing powers we would hold out the cards face down, fan them out and the other player would draw how ever many cards were asked for from that deck. The draws were random. That's how we dealt with random draws from different decks.
Close. The roll was for determining how many cards both players got handed out, alternating and starting with the player whose turn it is, not each. If you rolled a 7, one person got 4, the other had 3. You're also missing Destroy Power, Daemonic Attack, Reflection, and Energy Drain from the special cards. Nullify was simply a dispel, the end phase effect you're referring to is actually the Energy Drain card. 2D6 was the most common Warp roll, but could be modified by the mission/scenario or by player agreement.
If I recall the number of dice was determined by the number of psykers. A common tactic for those without very good powers was to simply not take a pysker since this reduced the amount of Force cards available.
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All you have to do is fire three rounds a minute, and stand |
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![[Post New]](/s/i/i.gif) 2020/03/31 17:22:36
Subject: Wh40k 2nd edition. Share your experience and advice.
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Nasty Nob
Crescent City Fl..
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Yep, I forgot quite a bit. It's been a very very long time.
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The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2020/03/31 17:43:41
Subject: Wh40k 2nd edition. Share your experience and advice.
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Fixture of Dakka
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insaniak wrote:[
Automatically Appended Next Post:
ccs wrote: Tamwulf wrote:Bring whatever army you want of how many points. I'll bring one model: Phoenix Lord Baharroth. Might as well have a roll off and whoever wins, wins.
The Imperial Guard remains no more impressed by 2e Baharroth today than it was back then. So let's roll all the dice.
Rolling all the dice doesn't do much against a unit that spends the entire game alternating between not being on the board, and being in close combat with you.
He'll occasionally fail to kill everything he's in contact with allowing me to land a few hits back. And of those he'll fail a save now & then. Trust me, he'll run out of wounds long before I run out of IG models.
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![[Post New]](/s/i/i.gif) 2020/03/31 20:08:19
Subject: Wh40k 2nd edition. Share your experience and advice.
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[MOD]
Making Stuff
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A.T. wrote: Strg Alt wrote:Read the virus card again. It's powerful but doesn't ruin the entire game.
The initial virus kills on a 3+, and then spreads on a 4+ from every single individual model. Those not killed the first time around are hit again, and again, and again as long as at least one model dies.
Good luck keeping your melee ork army spread out with a 6" gap between every squad when your opponent can pull out the card at literally any time, anywhere on the board. And it's a permanent fixture once placed that keeps re-hitting models later in the game.
Ultimately it's a 50pt tax on orks and even worse for some others.
Yeah... the one and only time that the Virus Outbreak card got played in one of my games, it left my opponent with just 4 boys from his entire army, before the game had even started. (because 'social distancing' isn't really a thing for Ork armies unless you're fighting on huge tables). We removed that card and Virus grenades even before GW said to do so.
It wasn't even the fact that it was potentially so devastating that was the problem, but that it was so devastating for everyone that wasn't Space Marines, while not affecting Space Marines at all. Well, except Scouts, but hardly anyone took them in 2nd edition anyway.
Automatically Appended Next Post: TangoTwoBravo wrote:
If I recall the number of dice was determined by the number of psykers. A common tactic for those without very good powers was to simply not take a pysker since this reduced the amount of Force cards available.
The roll was 2D6, with a provision that both players could agree to roll more or less, and with the number of dice not allowed to exceed the number of Psykers. At least in the places I played, everyone defaulted to 1D6 per psyker. Automatically Appended Next Post:
The deck was 36 cards. 8 Nullify, 1 each of the other special cards, and the rest Force.
For larger games, the group I commonly gamed with liked to combine two decks together, which made things a little more unpredictable.
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This message was edited 2 times. Last update was at 2020/03/31 20:18:21
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![[Post New]](/s/i/i.gif) 2020/04/01 04:19:44
Subject: Re:Wh40k 2nd edition. Share your experience and advice.
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Ultramarine Chaplain with Hate to Spare
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Last time I played 2nd was 09/2019. A great game.
It's easy to break. I recommend starting with pretty basic stuff and no/limited psykers. My 2nd ed opponent plays Tyranids, so has to take at least one (Hive Tyrant), but I'm not taking a Librarian yet. We're currently only doing 1000 points. Still great fun.
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![[Post New]](/s/i/i.gif) 2020/04/01 04:52:42
Subject: Re:Wh40k 2nd edition. Share your experience and advice.
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[MOD]
Making Stuff
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Nice terrain!
I will say, this thread has really amped up my excitement levels to get back into the game. Just need to get this lockdown over and done with so I can get some fellow gamers in the same building again...
Just for Lulz, here's my original 2nd edition Marine army. It's been tinkered with a bit in the years since (the scratch-built drop pod was added in 4th edition) and some other things that never got painted have since been stolen for other projects, but that's the core of the force that got me into 40K to begin with. Sadly, the Ork army that I built as my second force was sold some years back - the one and only time I've sold an army, and I've regretted it ever since. So when I started Orks again in 3rd edition, I had to start over...
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![[Post New]](/s/i/i.gif) 2020/04/01 05:03:30
Subject: Wh40k 2nd edition. Share your experience and advice.
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Ultramarine Chaplain with Hate to Spare
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^@ terrain, Thanks!
And I thought the classic Dreads were boxnaught
Shame about the Orks, those classic Orks were phenomenally fun models. I have a friend who is slowly picking through ebay to put together a classic force. Many $$$ these days.
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![[Post New]](/s/i/i.gif) 2020/04/01 05:24:43
Subject: Wh40k 2nd edition. Share your experience and advice.
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[MOD]
Making Stuff
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Those and the rhino were put together in an afternoon, using pictures in White Dwarf for reference. At that point, I hadn't even seen the proper models for them in the flesh, so it was all a bit guestimatey, but the metal dreadnought kit had at that time just gone from ( IIRC) AU$45 to $60, and I was an unemployed university student...
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![[Post New]](/s/i/i.gif) 2020/04/01 05:39:00
Subject: Wh40k 2nd edition. Share your experience and advice.
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Ultramarine Chaplain with Hate to Spare
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insaniak wrote:
Those and the rhino were put together in an afternoon, using pictures in White Dwarf for reference. At that point, I hadn't even seen the proper models for them in the flesh, so it was all a bit guestimatey, but the metal dreadnought kit had at that time just gone from ( IIRC) AU$45 to $60, and I was an unemployed university student...
Classic! I was skipping lunches and saving lunch money for models, plus selling my painted battletech collection off at the local store. Also not picking up bad habits. Why spend money on cigarettes when I could buy blister packs!
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![[Post New]](/s/i/i.gif) 2020/04/01 08:46:00
Subject: Wh40k 2nd edition. Share your experience and advice.
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Locked in the Tower of Amareo
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ccs wrote: insaniak wrote:[
Automatically Appended Next Post:
ccs wrote: Tamwulf wrote:Bring whatever army you want of how many points. I'll bring one model: Phoenix Lord Baharroth. Might as well have a roll off and whoever wins, wins.
The Imperial Guard remains no more impressed by 2e Baharroth today than it was back then. So let's roll all the dice.
Rolling all the dice doesn't do much against a unit that spends the entire game alternating between not being on the board, and being in close combat with you.
He'll occasionally fail to kill everything he's in contact with allowing me to land a few hits back. And of those he'll fail a save now & then. Trust me, he'll run out of wounds long before I run out of IG models.
So has the baharot any special rules allowing to break normal h2h sequence? Because no matter how scary he is in combat I can deal with him same as bloodthirster. Feed him 1-2 guys a combat phase. You can kill as many as you have b2b with him. How many baharoth can move into combat? Obviously if he's scary h2h monster I will voluntary bring 0 models into b2b contact(remember you don't have to go into melee with him even if squad is in melee). So you kill 2-3 models per 2 combat rounds, I score objectives and win by them.
And then throw vortex grenade around there. The great anti hero hammer tool.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/04/01 12:18:22
Subject: Wh40k 2nd edition. Share your experience and advice.
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Longtime Dakkanaut
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insaniak wrote:If you approach list building from a 'What looks fun?' rather than 'What makes the most powerful list?' mentality, you should have fun with it.
One might argue that this is still the case, six editions later.
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![[Post New]](/s/i/i.gif) 2020/04/01 12:49:25
Subject: Re:Wh40k 2nd edition. Share your experience and advice.
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Longtime Dakkanaut
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Insectum7 wrote:Last time I played 2nd was 09/2019. A great game.
It's easy to break. I recommend starting with pretty basic stuff and no/limited psykers. My 2nd ed opponent plays Tyranids, so has to take at least one (Hive Tyrant), but I'm not taking a Librarian yet. We're currently only doing 1000 points. Still great fun.
I also use moss on my terrain. Very progressive to use a white paint scheme for your SM. I am looking forward to give my Necromunda Enforcers a white/bright yellow paint scheme. I had already success with my Orks regarding yellow but never truly tried white before. So in which steps did you paint your marines?
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![[Post New]](/s/i/i.gif) 2020/04/01 14:49:25
Subject: Re:Wh40k 2nd edition. Share your experience and advice.
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Ultramarine Chaplain with Hate to Spare
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Strg Alt wrote: Insectum7 wrote:Last time I played 2nd was 09/2019. A great game.
It's easy to break. I recommend starting with pretty basic stuff and no/limited psykers. My 2nd ed opponent plays Tyranids, so has to take at least one (Hive Tyrant), but I'm not taking a Librarian yet. We're currently only doing 1000 points. Still great fun.
I also use moss on my terrain. Very progressive to use a white paint scheme for your SM. I am looking forward to give my Necromunda Enforcers a white/bright yellow paint scheme. I had already success with my Orks regarding yellow but never truly tried white before. So in which steps did you paint your marines?
"Progressive"?
My process for white:
White Primer
Black line
White clean up
Nuln Oil or similar over everything for weathering effect
White again to correct/blend up brightness
White edge hilighting in some places
Sometimes black edge damage and some sort of light drybrush brown for more weathering.
It's brutal, but I like the effect. My marines are sloooow to paint.
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![[Post New]](/s/i/i.gif) 2020/04/01 14:54:24
Subject: Re:Wh40k 2nd edition. Share your experience and advice.
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Longtime Dakkanaut
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Insectum7 wrote: Strg Alt wrote: Insectum7 wrote:Last time I played 2nd was 09/2019. A great game.
It's easy to break. I recommend starting with pretty basic stuff and no/limited psykers. My 2nd ed opponent plays Tyranids, so has to take at least one (Hive Tyrant), but I'm not taking a Librarian yet. We're currently only doing 1000 points. Still great fun.
I also use moss on my terrain. Very progressive to use a white paint scheme for your SM. I am looking forward to give my Necromunda Enforcers a white/bright yellow paint scheme. I had already success with my Orks regarding yellow but never truly tried white before. So in which steps did you paint your marines?
"Progressive"?
My process for white:
White Primer
Black line
White clean up
Nuln Oil or similar over everything for weathering effect
White again to correct/blend up brightness
White edge hilighting in some places
Sometimes black edge damage and some sort of light drybrush brown for more weathering.
It's brutal, but I like the effect. My marines are sloooow to paint.
Thanks for the info.
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![[Post New]](/s/i/i.gif) 2020/04/01 16:08:07
Subject: Re:Wh40k 2nd edition. Share your experience and advice.
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Ultramarine Chaplain with Hate to Spare
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@Strg Alt, Here are some closeups:
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