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		<title><![CDATA[Latest posts for the thread "avoid the cheese, randomise your army list"]]></title>
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				<title>avoid the cheese, randomise your army list</title>
				<description><![CDATA[ Hi guys,<br /> <br /> So a couple of mates and I have just started regular games nights, and we've been trying to come up with different ways we can play that don't involve 'cheese' army lists. I thought I'd run by them with everyeone here and get some more ideas you all might be using?<br /> <br /> Without fail we all have looked at our opponents lists at some stage and thought "Hmm... i could counter that with one of these!". <br /> <br /> ...and thus starting a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> arms race, which we a against unless we gear up for a tournament (or head down to the local <span class="glossaryitem" onmouseover='gp(50);'>GW</span> store hehe)<br /> <br /> Anyway, one idea we had was to take the 2000pts or so of miniatures we have, come up with 2-3 variations of our lists, and then roll randomly for each list at the start of a game.<br /> <br /> This means that you might make three kick a%$e lists, but you won't know what you'll be using and indeed what you'll be up against until the dice fall. <br /> <br /> It definately makes for some challenging games, and all the better when you win with an army that wasn't designed to smite the other play into the middle of next week...<br /> <br /> Does anyone else have any ideas on how they could avoid the 'cheese'?]]></description>
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				<pubDate><![CDATA[Tue, 2 Feb 2010 07:02:14]]> GMT</pubDate>
				<author><![CDATA[ snowman40k]]></author>
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				<title>avoid the cheese, randomise your army list</title>
				<description><![CDATA[ <blockquote><div><cite>snowman40k wrote:</cite><br /> <br /> Does anyone else have any ideas on how they could avoid the 'cheese'?</div></blockquote><br /> <br /> Simple,  you write your opponents list and they write yours. ]]></description>
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				<pubDate><![CDATA[Tue, 2 Feb 2010 07:09:32]]> GMT</pubDate>
				<author><![CDATA[ Mundar]]></author>
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				<title>Re:avoid the cheese, randomise your army list</title>
				<description><![CDATA[ Haha!<br /> <br /> guess if you wanted to see who was the 'best of the worst'...<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 2 Feb 2010 07:12:35]]> GMT</pubDate>
				<author><![CDATA[ snowman40k]]></author>
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				<title>Re:avoid the cheese, randomise your army list</title>
				<description><![CDATA[ another idea is to roll randomly for for org charts sometimes you can bring a force yo uwant sometimes you just gotta make due. <br /> <br /> You auto get 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and 2 Troops then roll a <br /> <br /> <span class="glossaryitem" onmouseover='gp(24);'>d6</span> for each chart to see how many extra <span class="glossaryitem" onmouseover='gp(187);'>foc</span> slots you get or don't get <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <span class="glossaryitem" onmouseover='gp(24);'>D6</span>  1-3 = 0 4-6 = 1<br /> Troops <br /> 1=1 2-4=2 5=3 6=4 <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span><br /> 1=0 2-3=1 4-5=2 6=3<br /> Elite<br /> 1=0 2-3=1 4-5=2 6=3<br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span><br /> 1=0 2-3=1 4-5=2 6=3<br /> <br /> Of course you could be screwd if you roll all 1s but I'm sure you could figure it out! ]]></description>
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				<pubDate><![CDATA[Tue, 2 Feb 2010 12:47:58]]> GMT</pubDate>
				<author><![CDATA[ dumplingman]]></author>
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				<title>avoid the cheese, randomise your army list</title>
				<description><![CDATA[ Easy , build an army based on aesthetics.  With exception to following a playable <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>]]></description>
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				<pubDate><![CDATA[Tue, 2 Feb 2010 12:52:09]]> GMT</pubDate>
				<author><![CDATA[ LunaHound]]></author>
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				<title>avoid the cheese, randomise your army list</title>
				<description><![CDATA[ Don't look at each others lists when you are writing your own?<br /> <br /> That way you could each take something that the others are not expecting. <br /> <br /> This is what my brother and I do each time we play. We know roughly what each other has (we have about 3-4000 points each), but because we are only choosing 1-1,500 points there is a lot of room for variation.<br /> <br /> Always interesting to try and out think your enemy, or to try and counter something you had not planned for.]]></description>
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				<pubDate><![CDATA[Tue, 2 Feb 2010 12:52:24]]> GMT</pubDate>
				<author><![CDATA[ SilverMK2]]></author>
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				<title>Re:avoid the cheese, randomise your army list</title>
				<description><![CDATA[ Swap armies? <br /> <br /> or<br /> <br /> Assume your playing 1500 <br /> Organize 500 points as the "core" two troops, a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and maybe one other unit you really want.<br /> Then write up 6 lots of 500 point detachments, mixing and matching to whatever you want.<br /> <br /> Then to get your remaining 1k points, roll <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> and you get those "detachments"<br /> This way you have 2/3 of your army being randomized but at least you still choose what's in each detachment.]]></description>
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				<pubDate><![CDATA[Tue, 2 Feb 2010 12:59:07]]> GMT</pubDate>
				<author><![CDATA[ dayve110]]></author>
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				<title>Re:avoid the cheese, randomise your army list</title>
				<description><![CDATA[ Assuming you're comfortable playing with each others models...<br /> I've swapped armies - I'll use your dex, you use mine let's see what we can do.  It can be interesting to see your opponent field your army and vice versa.  Of course, it'll still lend itself to power builds, but it's different.<br /> <br /> Have one person make two armies.  The opponent gets to choose which army they will lead after looking over the two lists.  I've done this as well.  It's an interesting test for the person making the armies.  They have to make two lists where they are willing to field either one against the other.  A sure win, killer list isn't going to be the goal of that person.  And its an interesting test of the choosing general.  Presented with two armies, they have to make up a strategy, on the spot, using what they're given, not what they'd prefer to choose.<br /> <br /> I've swapped armies DURING THE GAME! <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0">  I had an opponent begging to surrender after the 3rd turn.  I told him, &quot;really, you can still win, why quit?&quot;  He didn't believe me so I said, &quot;let's switch armies and I'll show you how you could win&quot;.  He agreed, I won, by the skin of my teeth.  I did it as a teaching experience to show my opponent that a tough situation isn't always hopeless and &quot;how to sacrifice the lives of your soldiers for an objective&quot;.  Hmmm, you can't pre-plan this so much as then you might have your generals holding back.  Make it part of a grab bag of random events?  <br /> Hmmm, start of turn 3..5 (randomized):<br /> <li>Switch sides</li><li>Each general picks up to 100 points of troops and brings in as surprise reserves from their own board edge.</li><li>Nobody expects the inquisition! <img src="/s/i/a/14c66450d3b070f68b52cf6b9da1d421.gif" border="0">   Roll for random board edge.  Roll random length up that edge, roll random distance from that edge.  E.g. pick a totally random spot on the board.  An inquisition <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and/or small troop choice deepstrikes and attacks the nearest unit, method of attack chosen by opponent.  They'll leave when the targeted unit is wiped out.</li><li>Waagh! <img src="/s/i/a/b3ae9cf68ec71745d6b110374d581299.gif" border="0">   Some passing orks saw a fight and decided to join the fun.  Each opponent gets 10 ork slugga boys.  Those orks enter from the opponents side of the table.  Instead of slugga boys, perhaps a pair of deffcoptas each.</li><li>Betrayal!  One unit on each side switches allegiance.  Units chosen by opponent.</li><li> <img src="/s/i/a/a693afb30d32f794373740e527aff832.gif" border="0"> Got ya!  An imperial assassin is on the job causing chaos among enemies.  Each side places one assassin within 12&quot; of their opponents top <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit.  The <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit IS dead (even if embarked).  If the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> was joined to a unit/retinue then that unit/retinue will do their utmost to kill the assassin, for revenge.  If embarked, the unit may give chase using the vehicle if they desire.  They can go back to normal after the assassin is dead.  The assassin will fall back 6+D6&quot; per turn, if not in assault, towards the nearest table edge (avoiding units of both sides).  If assaulted, assassin will use hit and run ability if they have it.</li><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 2 Feb 2010 14:57:16]]> GMT</pubDate>
				<author><![CDATA[ PrivatePanic]]></author>
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