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"Third war for Armageddon: Helbrecht's vengeance" Topic


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805 hits since 8 Oct 2014
©1994-2024 Bill Armintrout
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noigrim08 Oct 2014 11:10 a.m. PST

link

The High Marshal and his imperial navy allies battle against the orks around the ice planet of Chosin

TheBeast Supporting Member of TMP08 Oct 2014 12:22 p.m. PST

Heck of a lot of greenie on that map…

'We shall redouble our efforts!'

'I hope so, Commander, for your sake. The Emperor is not as forgiving as I am.'

Doug

emckinney08 Oct 2014 1:37 p.m. PST

Is this a solitaire effort or two-player?

Is the Ork player a lot better than the Imperial player?

Or are the Orks just unbalanced? I'm impressed by how well the Roks are doing, given their random movement.

noigrim08 Oct 2014 2:47 p.m. PST

Well, the imperial player is my father who suffers from a chronical bad luck, appart from not being really involved with the game. However I think that the ork hulk is completely unbalanced with 40 impacts for just 600 pts (althought it only has 4+ armour so its not as hard as it seems).

I wouldn't be surpirsed if the inquisition knocked on the door one day to demand "explanations" from him!

The roks move 10 cmt by the way, not randomly, and can turn in any direction with an all ahead full (wich the orcs don't need Ld rolls for!)

emckinney08 Oct 2014 4:01 p.m. PST

Except that the Rok can't turn in any direction with an All Ahead Full, it just gets to add the 2d6 move to its existing 10cm move (which is fixed from the previous turn). Only if the amount of additional movement from the AAF roll is 10+ does your heading change to the direction of the additional movement. Otherwise, you'll keep moving 10cm per turn in the direction of your original movement. Yes, you can simply float off the far edge of the map.

Against Roks, the Imperials need lots of gun batteries, and need to swoop in on one side of the Ork formation, kill a Rok or two, and swoop away. Maneuver carefully to be in range of as few of the Roks' weapons as possible (sort of "crossing their T").

emckinney10 Oct 2014 11:02 a.m. PST

By the way, the Roks (and the hulk to a lesser degree) appear to be getting a big advantage from not being based. They need to be in base contact to board, which makes it much harder, given their erratic maneuvering. (Allowing boarding when the large model contacts the base of the target ship means that there's a much larger area where the Rok can end its move and still be able to board.)

noigrim10 Oct 2014 12:32 p.m. PST

I'll have that turning rule in mind for further games, since the roks didn't have base we measured ALL movements from the center of the miniatures of course.

emckinney10 Oct 2014 1:03 p.m. PST

It's not that you need to measure movement from the center of the miniature, it's that the Rok miniature would need to overlap the base of the boarding target by a significant amount to be in true base-to-base contact (necessary for boarding). Just trying to clarify; you may already know exactly what I mean.

noigrim11 Oct 2014 5:34 a.m. PST

The rules specify that all movement/artillery has to be measured from the base. For boarding you need to contact base to base. It's evident that the rocks need bases to be playable so I'm adding them soon, the hulk already has a base but it's hidden under its mass so I should add a ticker one too.

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