tag:blogger.com,1999:blog-6635446404758110980.post2779227571259722181..comments2022-09-27T22:25:29.848-07:00Comments on Ten and Fifteen Mil Wargames: Initial Thoughts on Mayhemcapthugecahttp://www.blogger.com/profile/14311905869616426688noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-6635446404758110980.post-44276698444340244702013-11-18T13:59:02.766-08:002013-11-18T13:59:02.766-08:00Thanks! It looks great.Thanks! It looks great.Anonymoushttps://www.blogger.com/profile/12137613894805781835noreply@blogger.comtag:blogger.com,1999:blog-6635446404758110980.post-25050381511354358982013-11-17T14:14:03.444-08:002013-11-17T14:14:03.444-08:00I've sent my QRS to your gmail account.I've sent my QRS to your gmail account.capthugecahttps://www.blogger.com/profile/14311905869616426688noreply@blogger.comtag:blogger.com,1999:blog-6635446404758110980.post-1514107196684760752013-11-17T13:59:38.098-08:002013-11-17T13:59:38.098-08:00Nice call - the horde designation would work great... Nice call - the horde designation would work great for the angels and require less abstraction. Anything that keeps them on the table longer!<br /><br /><i>...so I have a table for all the weapons and one for all the traits, etc and I've put all the command point costs in a single table</i><br />I thought that you'd seen the other, but I wanted to make sure. I'd love to see your QRS sometime if you don't mind. It would be nice to know what's most useful to a new player while using the least amount of information.<br /><br />I'll be looking forward to the next report. Thank again for the great write-up!Anonymoushttps://www.blogger.com/profile/12137613894805781835noreply@blogger.comtag:blogger.com,1999:blog-6635446404758110980.post-18104567197898503142013-11-17T11:54:07.618-08:002013-11-17T11:54:07.618-08:00Cheers Brent
That's very helpful.
I'm not...Cheers Brent<br />That's very helpful.<br /><br />I'm not sure I see the angels as behemoths but I was wondering about making them hordes. I could picture millions of them pouring out of heaven.<br /><br />I did see your QRS document, thanks. I just made mine a little less wordy - a bit like the rules that WRG used to produce so I have a table for all the weapons and one for all the traits, etc and I've put all the command point costs in a single table.<br /><br />And yes, I'm looking forward to Crusader v Chaos too. I haven't quite got sorcerers sorted yet but have behemoths and a wide variety of troop types.<br />I'm not sure when I'll get it going yet.<br /><br />capthugecahttps://www.blogger.com/profile/14311905869616426688noreply@blogger.comtag:blogger.com,1999:blog-6635446404758110980.post-12187939163986125422013-11-17T11:11:50.854-08:002013-11-17T11:11:50.854-08:00Thanks for the great report! I loved both the narr...Thanks for the great report! I loved both the narrative and the miniatures.<br /><br /><i>'As I say, the loss of the angels so quickly was decisive'</i><br />For units that you've invested a lot of points in, I would recommend either giving them the heavy armor trait or converting them to the behemoth designation. Either one will give them a bit more survivability and means that you'll get most of your points back. This ups the threat level of the units and makes their enemies spend more turns and command points getting rid of them.<br /><br /><i>'I can see hordes being a real problem as they take so much to wipe them out.'</i> <br />You're absolutely right! Turn them into great hordes and give them a CQ and BAR in the d10-d12 range and the center of your battle line is going no where fast.<br /><br />Also, hordes are immune to drive back and beat back! You missed that bit [it was your first time playing :) after all], and it could have made a big difference in turn 3 when the Trollkin won the combat that ran the unit off the table. <br /><br /><i>'I am not sure that I used the generals and heroes correctly. On a small board with 40mm bases there was never a problem of a unit going beyond the control of a leader so the orcs did not seem to be at a disadvantage by only having the one compared to the crusaders' three.'</i><br />I think that you did well. On a small table the command range doesn't make that much of a difference unless you are trying to push a fast/flying unit around a flank using Overdrive. In those cases, you can create a heroic unit [grishnakh's warg riders?] and eliminate the issue altogether. <br /><br />For your game, it meant that the Crusaders would be rolling three dice on each command roll. That can pay huge dividends over the course of a game.<br /><br /><i>'I have created my own quick reference sheet which helped.'</i><br />I don't know if you saw it, but there is a quick reference sheet included in the download. <br /><br /><i>'And the way that you can carry out some actions with one unit, then move to another and then return to the first does feel strange.'</i><br />Combined with the command point economy, this is meant to simulate the 'real time' evolution of the battlefield and tactical adjustments of units based on the situation. After a couple more games, I think that you'll find it hard to return to a game that features a static turn structure [move phase, shoot phase, etc.]. ;)<br /><br /><i>' I just need to paint up my chaos general and heroes.'</i><br />The breaking rules are designed in such a way as to make sure that 'high leadership - low unit count' armies like Chaos are no unduly hamstrung by the loss of a couple of units. Even though you add a die to the break roll each subsequent turn, you can usually count on at least of couple of [but usually around 4] turns of mayhem with your remaining small army with a lot of command points. Fun stuff!<br /><br />Now that you've gotten your feet wet, I'm really looking forward to seeing what you do with the system [and finding out what happens with the Crusaders and Chaos]. Some Chaos sorcery perhaps?<br />Anonymoushttps://www.blogger.com/profile/12137613894805781835noreply@blogger.com