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Post by Sterling Archer on Jul 13, 2008 18:44:32 GMT -5
Its a joke, no need to get defencive.
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Post by Monster Rain on Jul 13, 2008 19:37:10 GMT -5
Sounds awesome! I'll smash your foul Xenos from the Emperor's Sight! Pah, after the whipping my Tau give your marines, they'll have to go home and pray for years. Apparently you were correct... So what's up with Wednesday, people?
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Post by droofus on Jul 13, 2008 19:44:07 GMT -5
Drew, I think we should play each other game 1 for Keeper vs. Death Company round 3. I'm up for round 3. ;D And poofy, don't forget that rending effects those Daemonettes of his just as much as my Death Company. Probably more! So my troops will have a better chance of going toe to toe with his troops and my death company will get munched by his keeper. It's crazy world in 5th ed!
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Post by Sterling Archer on Jul 13, 2008 20:34:44 GMT -5
I'm ready for round two aginst you Ethan wensday, if you like.
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Post by deadlyflorist on Jul 13, 2008 20:52:28 GMT -5
Why you pickin' on me poofy, didn't I whip you bad enough the first time we played?! And as a side track who here thinks the 5th ed Vehicle squad rules are complet crap?! GW totaly butchered that rule...
And depending on my working Wed. I'd head down for games, D, and Tom, you guys all in?
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Post by Sterling Archer on Jul 13, 2008 21:59:28 GMT -5
And who won game two?(even though it was only for one point).
IDk about the squadron rules, how did they chagne? Didn't seem like they did much to me.
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Post by zorbag on Jul 13, 2008 22:23:32 GMT -5
Ok, heres the new mission.
Week 6
After hearing that an enemy intel operative has vital info on clues relating to ther location of the webway, you have decided to raid the enemy and capture the operative to "question" him further.
Time to try a mission out of the new book. 5th edition rulebook.
Capture and control! pg 91, roll for deployment.
Bonus pts.
3pts for keeping 40% troop comp, OR 5pts if you roll with 50% troops comp. OOOOOO!!!
3 pts for killing the opposing commander, if theres more than one opposing HQ have your opponent nominate one before play begins.
5 pts if all your units that started the game as scoring units are still scoring by games end.
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Post by droofus on Jul 14, 2008 11:02:58 GMT -5
And as a side track who here thinks the 5th ed Vehicle squad rules are complet crap?! GW totaly butchered that rule... To butcher it the rule would have had to be "good" before, but the squadron rules always sucked. Destroyed on a immobilized is just the latest wrinkle. Yeah, I'm in. Though I have def. have to work on Wednesday, so I can't be heading down too early. zorbagThe mission looks sweet. I really can't wait to try out the new 5th ed. rules.
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Post by zorbag on Jul 14, 2008 12:07:05 GMT -5
Yea , the squadron rules were always annoying.
At least with orks though Skorcha buggies used to be only 40 pts, so when you had to leave 1 behind it wasnt a big deal. ;D
But seriously all this is gonna do is make people take vehicle squadrons of only one. Makes for less $$$ in GW's pocket, as vehicles that operate in squadrons are only marginally less expensive than full size tanks.
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Post by droofus on Jul 15, 2008 9:37:11 GMT -5
But seriously all this is gonna do is make people take vehicle squadrons of only one. Makes for less $$$ in GW's pocket, as vehicles that operate in squadrons are only marginally less expensive than full size tanks. I hear that, $30 for a landspeeder/vyper and $40 for a pred/falcon? Madness!
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Post by zorbag on Jul 20, 2008 17:56:11 GMT -5
Week 7 mission - annihilation, Dawn of war
"Watch your Step"
Having gotten new information from enemy prisoners you learn that they are heading north where scouts have found evidence of an Imperial dig site.
After mounting up to head out you relaize that there are enemy blocking the path. Push through.
Unbeknown to you or the enemy, one of the other armies fighting on this planet have covered this area with land mines.
Whnever a unit moves they trigger a land mine on a roll of 6. Even skimmers. If they choose to go more than 6 inches they trigger a land mine on a 5+ instead.
That means if you plan on running you need to state so when you initially move.
Land mines on a vehicle. If your vehicle is hit , make a roll on a 1-4 its a glance. On a 5-6 its a pen.
Infantry = d6 wounds with no armor saves.
If a unit wishes, they can choose to sit in place for a turn and do nothing, on a 4+ they can detect a land mine. You make this roll during the movement phase.
If you detect 6 land mines your army has figfured out how to look out for them and they you are not affected by the rules for them anymore.
Bonus pts.
3 pts for 40% Troop comp, 5 pts for 50%, no they dont stack.
5 pts if you manage to detect 8 land mines over the course of the game.
2 pts . If you keep all your wargear costs under 10% of your army total. That means anything purchased for your HQ past their initial cost. I say this because some armies dont have an armory per se. Like tyranids, or demons.
Thats it.
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Post by lanky on Jul 20, 2008 18:14:09 GMT -5
I'm going to say in advance that I'm not playing Poofy or Ethan game 1. I don't think anyone else is easily capable of winning this while staying stationary.
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Post by Sterling Archer on Jul 20, 2008 18:45:27 GMT -5
Hey ben, whats the mission and deployment? Or do we just roll it off?
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Post by zorbag on Jul 20, 2008 22:29:29 GMT -5
Annihilation, Dawn of war
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Post by deadlyflorist on Jul 21, 2008 9:28:18 GMT -5
Hey Ben, deamons comming in on their first turn, or deepstrikers, do they triger a landmine check as they move to come in?
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