Man I love how chill you are. We were super uptight back in the day and measured each and every distance. You goin all casual while moving your units is a welcome change of pace.
I think the rules you were using for buildings were good for infantry (including placing ork boyz in base contact with the trukk and climbing up!). But you should keep vehicles more restricted (No matter how awesome driver that trukk boy is!). Maybe make some buildings with ramps for next game, but make it impossible for vehicles (non-skimmer) to move over vertical building walls. It would be lovely to see the streets more packed, which won't work if you can drive everything up.
Isvoor i disagree because for all of the races in 40k you could find a somewhat logical reason like for example the treads on a rhino being able to have traction on a wall with spikes for just long enough that it reaches the roof of a building with dangerous terrain rolls being the chance that the treads loose grip just a thought from the other side
Looking at how Matt rolls... you guys either need to a) use a dice cup, or b) use a simple random number generator (ie: tablet dice roller, some simple coding, etc). Not shuffling the dice and dropping is a great way to roll what you want.
yes and no, if i drop them from a small elevation with the number 6 on the top, it would almost never become a 6 i agree. however this same technique could be used to avoid rolling 1's all in all if you roll a dice it has to actually Roll ! . not fall and turn over
I want to suggest you a House Rule we use, because, sooner or later, you are going to need it. When a model fall from a building, maybe because it fall back but the movement wasn't enough to reach the terrain or you want to go down voluntarily but don't have enought movement, each model takes a wound at strenght equal to the inches needed to reach the level. So if you have 6" of movement, you are on the edge and you want to go down a 10" building, you take a S4 hit (10-6). We have a rule for jumping too, and extremely simple one. Of a movement, there can be empty space (jump) to a maximum of the Initiative Value in inches. It can't be higher than the movement of course, and the unit is still in coesion if not all of them manage to jump in that phase.
This game WAAAAAAAAAAAAAAAAAA..s great! It was a long time since i saw a fun bat rep like this with very low competitive sadness and broken cheese. Thank you! Climbing 50:26 it's not that wrong if you think that the hull is considered the base since vehicles have not any base, so start on top of the truck and then move it's not that hard to accept you asked for suggestions about climbing and here they are :D in my experience with kill team and kill team HOR (like a million games) to not lose the different kind of movement for units (like jump infantry), those who move "simply on foot or tracked or similar" and doesn't ignores terrain (like canoptek wraiths), when JUMPING (yeeeeaah jumping problem solved ;) ) or CLIMBING they do an INITIATIVE test (it's the stats nearer to an "athletic skill" type). You can use this also while running or charging, simply those could fail also cause you can't roll enough inches to get were you want, so ending still stuck not climbing at all, or falling down the gap). If they pass it they can climb their movement distance after taking a dangerous terrain test (so for example: bikes can but it would be dangerous at least or it would be epic but ugly), or they can jump as far as their shorter movement in the unit, doing a dangerous terrain test upon landing. If they fail while climbing, they stuck at the start of the wall to climb and end their movement there (in the case of the truck of this game they would have been placed around the truck), fail while jumping they fall straight down from the gap from which they were jumping and taking a wound for every model falling, autohit and wounding with a strenght equal to the height in inches of the gap (can look out sir, it's amazing to think of a character using someone as a pillow for landing). If there are models under the gap they land at 1" from them in a way similar to the drop pod deepstriking AND take one dangerous terrain test after landing and surviving the wound (this to simulate that the unit from below shoot or stab at the falling bodies). This is the simplest and fastest thing we came around with (and it take from actual 7th ed rules and codexes) and it create AMAZING narratives.
Lol That Trukk had Eject seats in it. Pull up next to the building and BOING! huge springs rocket the Boyz to the top of the building. "Ere We GO!!!!" BOING!!!! lmfao
The burners would have had mob rule when they lost against the swarm lord - and Dan roled a one for his initiativ roll off. The orks would have stayed in cc.
I know this is an old-ish video, but the house rule that always worked for me was, with the exception of swarm-y things and hover-y things, any unit trying to move vertically should all make strength tests to 'pull' themselves up the building. If more than half the unit succeeds, move the vertical distance then any remaining move, if failed move half your move, and if that doesn't get you up the wall, then you have to stay still at the bottom.
I wish these batreps were in a playlist on your channel. Unless they are and i'm just blind (that would be embarrassing). Anyways, love the vids! I haven't been able to play in a couple years and can't wait to start again. I'd like to start an Imperial Guard army.
I like what you did with the vertical rules. Limit it to light infantry(ie terminators may be hard pressed to climb up the side of a building) and I think it gives an amazing visual of the battle as it unfolds.
I think that jetpacks should move the same distance vertically as they move horizontally, and after that they have to take a difficult terrain test to move any higher. let's say an assault marine wants to move to the top of a 4 story building (24 inches, 6 inch standard floor height). he's 12 inches away from it. he moves 12 inches to the building, and then can move 12 inches up for free. then he must take difficult terrain test to see how much higher he can go
+2BuckChuck and just an addendum, i think there used to be a grapple upgrade for tyranids, and i think something like that should be brought back, sometimes its not very realistic for some units to climb buildings
Some house rules you could have is that all infantry have grappling hooks/ claws etc that allows them to climb buildings. You could also implement a jump for infantry to jump across gaps between buildings by using their strength as how far they move but any who have fleet doubles this. Also any bulky models half their jump and any very bulky models or higher and monstrous creatures cannot jump unless they have equipment like wings and whatever.
just like the moving though terrain they have scaling tools or a method to perform task at hand (grappling hooks flesh lashes spider man webs so clear the gap as a difficult if you dont roll high enough than you failed to jump the gaps )
Just a thought, but if you want to include jumping from one rooftop to another you could make it dangerous terrain. Every three inches jumped adds more possibility for someone to fall to their death. So if its three inches its a standard dangerous terrain. anything over three will kill any model on a 1 or a 2.
Check out the 4th edition cities of death supplement Matt. Still the best use of buildings, moving , jumping etc good stratagems and special missions. Must rules have become redundant but we still use alot from there. It would work really well in conjuction with the current cities of death maelstrom like missions
Being on a bike makes you relentless. Meaning that even when you move you don't count as moving. So the gitfinda applies its bonus even if you do move.
elbrokendo Relentless only allows you to count as not moving for the purpose of shooting, heavy, salvo and ordnance weapons, so unfortunately the gitfinda only works if you don't move at all. The gitfinda only works if the model did not move at all, while a model on bike is stationary for the purpose of shooting heavy, salvo or ordnance weapons it is not considered stationary for the gitfinda.
Relentless means you count as being stationary in the previous movement phase when firing heavy, salvo, and ordinance weapons. Since you were stationary (ie didn't mov) then you gain the gitfinda benefit. Not hard to understand.
elbrokendo Read what you just posted. Relentless only counts you as stationary for firing specific weaponry, but not for any other game purposes. Gitfinda requires you to remain stationary, period. Relentless does nothing to help Gitfinda. This has been discussed a lot, and the rules are pretty clear.
So not sure if anyone has posted this but the Dimachaeron's Thorax Spine-maw attack hits automatically, providing that the Grasping Talons did roll the 6 to hit.
I see the issue with non flyer vehicles and buildings. the bummer is that they would have a significant disadvantage. maybe fluff wise you can assume the vehicles have some sort of awesome grappling hook that tows them up the building. orcs would def do that!
This is exactly why Cityfight didn't use templates. Blast weapons rolled to hit and hit d3 for blast and d6 for large blast. Flamers hit d6 guys. Way easier when managing all that terrain. For movement, I'd just get rid of the rolling and make all movement 3"
Dan is Fucking awesome. Any video with Mathew,Dave or Dan is great. Anytime you get two of these guys in a video together,it's amazing. I wonna war game with These guys.
Correct me if I'm wrong, but I'm pretty sure with the new Orks codex shootas cost 1 pt to "replace their sluggas with shootas" (pg. 62), meaning they would have 4 attacks on the charge against the swarmlord. Probably wouldn't have done much, but just wanted to see :)
I'm not sure if anyone has suggested this already, but I would like to suggest maybe using a head mounted camera, or utilize a camerman when filming these battle reports because it seems very troublesome in all of the battle report videos to have to play with only one hand and hold the camera with the other hand. I think this would make gameplay more efficient.
I wish my gaming club had house rules set in place it's mostly just arguing every game or people using their personal rules which don't make any sense....
my house rule is you cant go up a level unless by a ladder or you have to enter the building and up some stairs inside. 3" per level and 3" to enter a building
And I just thought, for decending, you should make an initiative check, for each failure you would take a hit of strength equal to the number of inches you decended (AP -).
Almost every single tyranid game I've ever watched, they lose objective-wise, but they kill everything that could ever be important to their enemy. And honestly, it makes sense. The tyranid army is not there to have map control, it is on the planet to kill threats, all the planet converters show up afterwards. So I feel like there should be some sort of rule in the book that gives nids extra victory points for important kills, because in terms of objectives I just don't think the tyranids have most games won.
4:47 - "Even in the picture where it shows the vertical and the horizontal, it shows two dice" And the caption clearly says that the models are moving through ruins, which makes it difficult terrain. In the example you mentioned (an intact building with battlements) I would argue that you're not supposed to be able to scale those walls at all if you're not a jump unit, jet pack unit, etc. And the reason GW doesn't give a clear rule what type of terrain you're moving through when you moving vertically, is that they want you to define your own terrain. Just look at the Skyshield Landing Pad for example. In Stronghold Assault it says the Landing Pad counts as open ground but it also says that moving on or off the pad (via the ladders) counts as moving through difficult terrain. Why? Because it makes the most sense. If you build your own terrain pieces you're free to define those things yourself. Have a building that's 4-6'' high and has really smooth walls? Just say the walls count as impassable terrain. Maybe there's a freight elevator or something on the other opposite wall? You might define that as difficult, or heck, even open terrain if that makes sense to you.
Fibbo Not trying to invalidate your house rules of course. I just don't agree with your notion that that's something GW should have a single rule for. :)
Buildings should have stairs so infantry should be able to move about them as you were doing I think. Maybe count difficult terrain if they stop over an edge or whatever. Vehicles should be stuck on the ground unless there are obvious ramps. I would suggest leaving more space for vehicles to dominate the streets. And, house rule something for leaping between buildings. Please!
Preferred enemy is ONLY to hit and wound. It does NOT allow re-rolls to glance/pen. Which is actually pretty stupid. But the rules are the rules and you were re-rolling pens against the deffdred which isn't allowed.
Not true the pinned unit counts as having gone to ground. Pg 47 if all the enemy units charged have gone to ground, the initiative penalty for charging through difficult terrain does not apply.
Orc tech can drive up buildings because of the power of positive thinking. Or maybe grot coated wheels for extra traction. !Warning, the following is rambly rule ideas! As for normal stuff.. i mean, if a tank can drive through a ruin, why can it not drive through a building? I mean make the same rolls, but the tank is just crashing through the lower floor. For inf, sure, difficult to climb up the walls, but what about going inside and using the stairs like normal creatures? Okay here we go; For every inch the model falls, it takes an auto hit at that str value. If the model is T5+ or a vehicle double the str value. So an Orc boy falling 5 inch would take a str 5 hit. While a Dreadnaught or Carnifex would take a str 10 hit. Maybe throw pinning test in there for good measure. Now for jumping.. Difficult terrain test on d3. How it works; your unit chooses to jump from the building, rolling difficult terrain on d3 to figure the distance. Stright distance out, then they go down. If you are jumping to a building only 1 inch away at the same height? No big deal. If the target building is 1 inch lower, you take, according to the above falling rule, a str 1 hit. No big deal. If you want your unit to throw themselves off the building, that is an option. Now the issue of jumping made me think of issues with how long it would take a 10+ manned unit to make said jump. As well as pile up issues. I suppose they could keep their 6 inch move with the d3. Letting people on the edge jump over and move out of the way, while letting people not on the edge move up to the edge and then jump. For falling/jumping down models, i would say it's safe to just place them in base to base contact. So.. squad of 20 boyz jumps off a roof, they get to go out d3 inch, then down, take their hits, and are all in a big base to base pile. Take from this what you will, in general i don't want to over complicate it, if it's not simple and straightforward, it's not fun and people won't want to bother with it. It seems simple enough to me, but maybe i don't explain it so well. >_> Also, for going into the buildings and using the stairs (3" move per floor) maybe add a Dangerous Terrain element? Is it a populated city? That means their are scared and panicked people inside, and scared people shoot things (Friend or foe). If it's a ruined city then who knows what monsters live in there? Or simply enough the building is unsafe as it's not maintained.
Or, scratch all that and simply make climbing a building Dangerous Terrain. You guys want to move 6" up that wall? Roll Dangerous Terrain. Some fall and die. Guys want to jump without being jump inf? Roll Dangerous Terrain. Maybe make the jumping Difficult too.
The first blood kill against the orks was wrong. The burnas should have rolled mob rule. Even without a character and less than 10 models a roll of 1 in close combat on the mob rule table is an auto pass for leadership. It's too bad Dan is rusty. Hopefully he can get back into the swing of things and make more appearances. Great BatRep!
orks with their insane driving skills climbing building and stuff
Veteran Brother Agus If da Nob sayz trukk can go der. trukk CAN go der.
Nuff sed
But wot if da udda boyz all fink da nob is a absoloot git? Wot den?
Dees are da deep kweschens dat a ork must fink
+GlazedGamer If da udda boyz fink the nob is an absoloot git, den deys gunna get krump'd.
Sofos Anthropos pes ta arxhge mou
Matt forgetting the Swarmlords 4+ inv in melee made me cry
Viktor Gabriel Remembered it later, but it was painful.
Viktor Gabriel I loved it :D
Man I love how chill you are. We were super uptight back in the day and measured each and every distance. You goin all casual while moving your units is a welcome change of pace.
DAN !!! PLZ DO MORE CITIES OF DEATH, LOOKS SOOO GOD DAMN COOL
Orks can definitely drive up vertical surfaces. Why? Because Orks.
+P4ntless Ninja DA SPOIKY WEELZ 'ELP 'EM DROIVE UP DA WALLZ!
+P4ntless Ninja I mean..Thats technically right, if Orks Beleive something hard enough it happens.
Orks are orks they can do anything
Sean Mason QUOIT YA GIT WE DON' DROIVE OVA THA WALLS WE DROIVE THRU 'EM
Now THAT'S the amount of terrain for a good game :-)
Dan is here....HEEEELLLL YEAAAHHH
YAY, DAN! =D
That intro perfectly describes a major reason I love dan
7:02 I love Dan
1:24:43 I still love Dan
Isvoor Great beard on that man.
Isvoor we need more dan
Isvoor We demand Dan! More Dan!
Mike B Bring us The Bearded One!
I need more accounts to thumb up DAN batreps!
I think the rules you were using for buildings were good for infantry (including placing ork boyz in base contact with the trukk and climbing up!). But you should keep vehicles more restricted (No matter how awesome driver that trukk boy is!).
Maybe make some buildings with ramps for next game, but make it impossible for vehicles (non-skimmer) to move over vertical building walls.
It would be lovely to see the streets more packed, which won't work if you can drive everything up.
Isvoor You forget about the Orks Gestalt field: If the Trukk Driver thinks that he can drive vertically, welp he just does it.
Isvoor you have no idea what rig a mek can equip his creations
zompone Or at least the rest of the Orks inside as well.
I agree
Isvoor i disagree because for all of the races in 40k you could find a somewhat logical reason like for example the treads on a rhino being able to have traction on a wall with spikes for just long enough that it reaches the roof of a building with dangerous terrain rolls being the chance that the treads loose grip just a thought from the other side
Matt and dave vs dan and joe. Old miniwargaming style!!
I know this was 4 years ago but man . . . Would I LOVE to see that today honestly I miss those guys they were great.
I love how so often Dan has his Orks just falling over each other. It just fits. :D
its so awesome to see some batrep of orks, they always do something hilarious....
Looking at how Matt rolls... you guys either need to a) use a dice cup, or b) use a simple random number generator (ie: tablet dice roller, some simple coding, etc). Not shuffling the dice and dropping is a great way to roll what you want.
chances are very slim that if you pick up a handful of dice, and drop them straight down, they'll land on what you want them to...
yes and no, if i drop them from a small elevation with the number 6 on the top, it would almost never become a 6 i agree.
however this same technique could be used to avoid rolling 1's
all in all if you roll a dice it has to actually Roll ! . not fall and turn over
I just like the idea of pure RNG. I would honestly prefer a pure CPU timer based RNG.
OMG this Sideways Floating Truck Deployment of Doom just cracks me up :>
Seeing those boys just spilling over the street:P
I want to suggest you a House Rule we use, because, sooner or later, you are going to need it.
When a model fall from a building, maybe because it fall back but the movement wasn't enough to reach the terrain or you want to go down voluntarily but don't have enought movement, each model takes a wound at strenght equal to the inches needed to reach the level.
So if you have 6" of movement, you are on the edge and you want to go down a 10" building, you take a S4 hit (10-6).
We have a rule for jumping too, and extremely simple one. Of a movement, there can be empty space (jump) to a maximum of the Initiative Value in inches. It can't be higher than the movement of course, and the unit is still in coesion if not all of them manage to jump in that phase.
Dan Ive been struggling with the orks without you! Haha glad to see you're alive
This game WAAAAAAAAAAAAAAAAAA..s great! It was a long time since i saw a fun bat rep like this with very low competitive sadness and broken cheese. Thank you!
Climbing
50:26 it's not that wrong if you think that the hull is considered the base since vehicles have not any base, so start on top of the truck and then move it's not that hard to accept
you asked for suggestions about climbing and here they are :D
in my experience with kill team and kill team HOR (like a million games) to not lose the different kind of movement for units (like jump infantry), those who move "simply on foot or tracked or similar" and doesn't ignores terrain (like canoptek wraiths), when JUMPING (yeeeeaah jumping problem solved ;) ) or CLIMBING they do an INITIATIVE test (it's the stats nearer to an "athletic skill" type). You can use this also while running or charging, simply those could fail also cause you can't roll enough inches to get were you want, so ending still stuck not climbing at all, or falling down the gap). If they pass it they can climb their movement distance after taking a dangerous terrain test (so for example: bikes can but it would be dangerous at least or it would be epic but ugly), or they can jump as far as their shorter movement in the unit, doing a dangerous terrain test upon landing.
If they fail while climbing, they stuck at the start of the wall to climb and end their movement there (in the case of the truck of this game they would have been placed around the truck), fail while jumping they fall straight down from the gap from which they were jumping and taking a wound for every model falling, autohit and wounding with a strenght equal to the height in inches of the gap (can look out sir, it's amazing to think of a character using someone as a pillow for landing). If there are models under the gap they land at 1" from them in a way similar to the drop pod deepstriking AND take one dangerous terrain test after landing and surviving the wound (this to simulate that the unit from below shoot or stab at the falling bodies).
This is the simplest and fastest thing we came around with (and it take from actual 7th ed rules and codexes) and it create AMAZING narratives.
Gotta say that the terrain on the table looks awesome, and that there is definitely a good amount of terrain on the table!
Lol That Trukk had Eject seats in it. Pull up next to the building and BOING! huge springs rocket the Boyz to the top of the building. "Ere We GO!!!!" BOING!!!! lmfao
The burners would have had mob rule when they lost against the swarm lord - and Dan roled a one for his initiativ roll off. The orks would have stayed in cc.
love your building rules i totally agree with the way you were going things can't wait to play a game like this!
Dan is my favourite of the miniwargaming channel because to me he is just the most overall entertaining and...... He loves orks. WAAAAAAAGH
Dannnnnnn. Come baaaaack. pleeeeeeeease
I know this is an old-ish video, but the house rule that always worked for me was, with the exception of swarm-y things and hover-y things, any unit trying to move vertically should all make strength tests to 'pull' themselves up the building. If more than half the unit succeeds, move the vertical distance then any remaining move, if failed move half your move, and if that doesn't get you up the wall, then you have to stay still at the bottom.
I wish these batreps were in a playlist on your channel. Unless they are and i'm just blind (that would be embarrassing). Anyways, love the vids! I haven't been able to play in a couple years and can't wait to start again. I'd like to start an Imperial Guard army.
Love the tyranid models. Seems like a great game. Keep up the good work!
Zoanthropes don't run. They float.
I like what you did with the vertical rules. Limit it to light infantry(ie terminators may be hard pressed to climb up the side of a building) and I think it gives an amazing visual of the battle as it unfolds.
I think that jetpacks should move the same distance vertically as they move horizontally, and after that they have to take a difficult terrain test to move any higher. let's say an assault marine wants to move to the top of a 4 story building (24 inches, 6 inch standard floor height). he's 12 inches away from it. he moves 12 inches to the building, and then can move 12 inches up for free. then he must take difficult terrain test to see how much higher he can go
+2BuckChuck and just an addendum, i think there used to be a grapple upgrade for tyranids, and i think something like that should be brought back, sometimes its not very realistic for some units to climb buildings
sounds reasonable to me.
"You're better than fine, you're the wizard"
The fight between Orc walker and this giant tyranid Thing looks like a Alien 2 final scene.
Great video. Nice to see what "enough" terrain is.:)
I'd love to see you guys do a 3-way fight, on a double-wide table, 2k army size
Some house rules you could have is that all infantry have grappling hooks/ claws etc that allows them to climb buildings. You could also implement a jump for infantry to jump across gaps between buildings by using their strength as how far they move but any who have fleet doubles this. Also any bulky models half their jump and any very bulky models or higher and monstrous creatures cannot jump unless they have equipment like wings and whatever.
I remember having some of those trucks decked out nice when I played gorkamorka waaaaay back in the day.
I vehemently AGREE with your house rules.
This was a fantastic game to watch i hope you guys do more of this type with the same goofy rules
i like to think of it as the orkz having ejection seats when they disembark on to buildings
It was painful to watch Matt roll that badly, but it was still a great batrep. I've never seen a Dimachaeron in battle before.
That's some great scenery.
The ork models are freaking awesome as well. :)
DAN!
The orks are just doing sick jumps.
If those were dangerous terrain, he'd most likely not drive his trukks on top of them.
I JUST got myself a Tervigon and was looking forward to see how many units he would spawn with it... well...
That FW guy is Joesph Bertrand from Infamous 2! I just figured out my next army!
just like the moving though terrain they have scaling tools or a method to perform task at hand (grappling hooks flesh lashes spider man webs so clear the gap as a difficult if you dont roll high enough than you failed to jump the gaps )
DAAAAAAAAAAAAAAAN
HE HAS RETURNED
Just a thought, but if you want to include jumping from one rooftop to another you could make it dangerous terrain. Every three inches jumped adds more possibility for someone to fall to their death. So if its three inches its a standard dangerous terrain. anything over three will kill any model on a 1 or a 2.
Such an awesome table to play on
Check out the 4th edition cities of death supplement Matt. Still the best use of buildings, moving , jumping etc good stratagems and special missions. Must rules have become redundant but we still use alot from there. It would work really well in conjuction with the current cities of death maelstrom like missions
Giftfinda works only when unit doesn't move. And shokk attack gun had moved.
Being on a bike makes you relentless. Meaning that even when you move you don't count as moving. So the gitfinda applies its bonus even if you do move.
elbrokendo Relentless only allows you to count as not moving for the purpose of shooting, heavy, salvo and ordnance weapons, so unfortunately the gitfinda only works if you don't move at all.
The gitfinda only works if the model did not move at all, while a model on bike is stationary for the purpose of shooting heavy, salvo or ordnance weapons it is not considered stationary for the gitfinda.
Relentless means you count as being stationary in the previous movement phase when firing heavy, salvo, and ordinance weapons. Since you were stationary (ie didn't mov) then you gain the gitfinda benefit. Not hard to understand.
elbrokendo Read what you just posted. Relentless only counts you as stationary for firing specific weaponry, but not for any other game purposes. Gitfinda requires you to remain stationary, period. Relentless does nothing to help Gitfinda. This has been discussed a lot, and the rules are pretty clear.
Yay Dan is back. WAAAAAAAAAAAAGGGGGGGGHHHHHHHHHH!!!!!!!!!!!!!
So not sure if anyone has posted this but the Dimachaeron's Thorax Spine-maw attack hits automatically, providing that the Grasping Talons did roll the 6 to hit.
+Rhys Derwort Found halfway through the paragraph before it gives the Thorax spine-maw weapon stats
The table looks like a town in the Borderlands. :)
you forgot the swarmlord's 4+ involn save in combat and his disarming strike
Would love to see a Necromunda campaign on this channel.
I see the issue with non flyer vehicles and buildings. the bummer is that they would have a significant disadvantage. maybe fluff wise you can assume the vehicles have some sort of awesome grappling hook that tows them up the building. orcs would def do that!
Woooo Danrep!! It looks like he shaved this morning too
This is exactly why Cityfight didn't use templates. Blast weapons rolled to hit and hit d3 for blast and d6 for large blast. Flamers hit d6 guys. Way easier when managing all that terrain.
For movement, I'd just get rid of the rolling and make all movement 3"
You should give the Dimachaeron preffered enemy, he has 8-10 attacks on the charge lol
Dan is Fucking awesome. Any video with Mathew,Dave or Dan is great. Anytime you get two of these guys in a video together,it's amazing. I wonna war game with These guys.
New Ork Trukk with Deathkoptas attached!
Great game!
Correct me if I'm wrong, but I'm pretty sure with the new Orks codex shootas cost 1 pt to "replace their sluggas with shootas" (pg. 62), meaning they would have 4 attacks on the charge against the swarmlord. Probably wouldn't have done much, but just wanted to see :)
Bikes and Truks on top of buildings is redicilous.
I'm not sure if anyone has suggested this already, but I would like to suggest maybe using a head mounted camera, or utilize a camerman when filming these battle reports because it seems very troublesome in all of the battle report videos to have to play with only one hand and hold the camera with the other hand. I think this would make gameplay more efficient.
I wish my gaming club had house rules set in place it's mostly just arguing every game or people using their personal rules which don't make any sense....
my house rule is you cant go up a level unless by a ladder or you have to enter the building and up some stairs inside. 3" per level and 3" to enter a building
And I just thought, for decending, you should make an initiative check, for each failure you would take a hit of strength equal to the number of inches you decended (AP -).
DAN!!!!
Dan's Waaagh was techically correct syntaxically though this sentence was not.
Almost every single tyranid game I've ever watched, they lose objective-wise, but they kill everything that could ever be important to their enemy. And honestly, it makes sense. The tyranid army is not there to have map control, it is on the planet to kill threats, all the planet converters show up afterwards. So I feel like there should be some sort of rule in the book that gives nids extra victory points for important kills, because in terms of objectives I just don't think the tyranids have most games won.
4:47 - "Even in the picture where it shows the vertical and the horizontal, it shows two dice"
And the caption clearly says that the models are moving through ruins, which makes it difficult terrain. In the example you mentioned (an intact building with battlements) I would argue that you're not supposed to be able to scale those walls at all if you're not a jump unit, jet pack unit, etc. And the reason GW doesn't give a clear rule what type of terrain you're moving through when you moving vertically, is that they want you to define your own terrain. Just look at the Skyshield Landing Pad for example. In Stronghold Assault it says the Landing Pad counts as open ground but it also says that moving on or off the pad (via the ladders) counts as moving through difficult terrain. Why? Because it makes the most sense. If you build your own terrain pieces you're free to define those things yourself. Have a building that's 4-6'' high and has really smooth walls? Just say the walls count as impassable terrain. Maybe there's a freight elevator or something on the other opposite wall? You might define that as difficult, or heck, even open terrain if that makes sense to you.
Fibbo Not trying to invalidate your house rules of course. I just don't agree with your notion that that's something GW should have a single rule for. :)
If you love lots of buildings in game, you may consider giving a try to "Wolsung: Steampunk Skirmish Game". 10/10 in my humble opinion :D
1:25:43 That mek is competing for first place in rooftop assassinations while on a bike
Wtf why was 5 out of 6 objectives sitting in Matt's deployement zone. I can see where this is going.....
pimpgeeee didnt help him in any way
Roll 6 sixes :D That's one in 47000 roughly! Would've been legendary!
Buildings should have stairs so infantry should be able to move about them as you were doing I think. Maybe count difficult terrain if they stop over an edge or whatever. Vehicles should be stuck on the ground unless there are obvious ramps.
I would suggest leaving more space for vehicles to dominate the streets. And, house rule something for leaping between buildings. Please!
Notaro Stairs aren't Grimdark enough.
I think that Tyranids and Megarachnids are biologically related
Preferred enemy is ONLY to hit and wound. It does NOT allow re-rolls to glance/pen.
Which is actually pretty stupid. But the rules are the rules and you were re-rolling pens against the deffdred which isn't allowed.
Smash USR allows armor pen rerolls. All MC have Smash USR
The waaagh! only counts if the Ork player yells waaagh! on their waaagh!. Fact
Is that a Frontline Gaming Mat under the building? Or a custom table?
Triple 1's.... legendary
In that Deff Dredd combat, doesn't the Sawrmlord get a 4+ invul in CC? When it put two wounds on Swarmy I didn't see that get rolled.
b-b-but Mat, the fact that they are pinned won't cancel out the initiative drop from charging through difficult terrain ;/
Not true the pinned unit counts as having gone to ground.
Pg 47 if all the enemy units charged have gone to ground, the initiative penalty for charging through difficult terrain does not apply.
foulestfeesh13 m-kay tought it only had to do with the terrain
Orc tech can drive up buildings because of the power of positive thinking. Or maybe grot coated wheels for extra traction.
!Warning, the following is rambly rule ideas!
As for normal stuff.. i mean, if a tank can drive through a ruin, why can it not drive through a building? I mean make the same rolls, but the tank is just crashing through the lower floor. For inf, sure, difficult to climb up the walls, but what about going inside and using the stairs like normal creatures?
Okay here we go;
For every inch the model falls, it takes an auto hit at that str value. If the model is T5+ or a vehicle double the str value.
So an Orc boy falling 5 inch would take a str 5 hit. While a Dreadnaught or Carnifex would take a str 10 hit. Maybe throw pinning test in there for good measure.
Now for jumping.. Difficult terrain test on d3. How it works; your unit chooses to jump from the building, rolling difficult terrain on d3 to figure the distance. Stright distance out, then they go down.
If you are jumping to a building only 1 inch away at the same height? No big deal. If the target building is 1 inch lower, you take, according to the above falling rule, a str 1 hit. No big deal. If you want your unit to throw themselves off the building, that is an option.
Now the issue of jumping made me think of issues with how long it would take a 10+ manned unit to make said jump. As well as pile up issues. I suppose they could keep their 6 inch move with the d3. Letting people on the edge jump over and move out of the way, while letting people not on the edge move up to the edge and then jump. For falling/jumping down models, i would say it's safe to just place them in base to base contact. So.. squad of 20 boyz jumps off a roof, they get to go out d3 inch, then down, take their hits, and are all in a big base to base pile.
Take from this what you will, in general i don't want to over complicate it, if it's not simple and straightforward, it's not fun and people won't want to bother with it. It seems simple enough to me, but maybe i don't explain it so well.
>_> Also, for going into the buildings and using the stairs (3" move per floor) maybe add a Dangerous Terrain element? Is it a populated city? That means their are scared and panicked people inside, and scared people shoot things (Friend or foe). If it's a ruined city then who knows what monsters live in there? Or simply enough the building is unsafe as it's not maintained.
Or, scratch all that and simply make climbing a building Dangerous Terrain. You guys want to move 6" up that wall? Roll Dangerous Terrain. Some fall and die. Guys want to jump without being jump inf? Roll Dangerous Terrain. Maybe make the jumping Difficult too.
49:12 Ork grappling hooks! (squig tied to rope)
The first blood kill against the orks was wrong. The burnas should have rolled mob rule. Even without a character and less than 10 models a roll of 1 in close combat on the mob rule table is an auto pass for leadership. It's too bad Dan is rusty. Hopefully he can get back into the swing of things and make more appearances. Great BatRep!
And VERY important! You auto hut the S10AP1 attack from the Dimachaeron
Hit*
And it's a precicion strike, so feel free to eat 3 wound commisars with it (look out sirs are allowed)
Well, i think cities of death 4th edition has rules for jumping from roof to roof.
I would so ONLY Ork vehicles can drive up sheer walls... and I don't even play Orks
What was the name of your leaper?
Did anyone count how many times they said "baby"?
WAAAGGGHHH!
just as an fyi, you in fact CANNOT re-roll mob table result breakin' heads as per the codex
Isn't it majority Toughness as well in CC?