Author Topic: Initial Organization Thread  (Read 17335 times)

Dakkar

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Re: Initial Organization Thread
« Reply #15 on: March 07, 2016, 02:52:12 pm »
I should clarify, despite disdain for the way GW oversimplifies Khorne ("You can never wear too many skulls, Mother always says..."), I'd be more than happy to take on the Blood God's mantle if such would be more comfortable for those involved :-)
Just call out "Blood for the Blood God", and I shall answer. I'd likely even welcome than challenge to make such a fleet interesting.

I'd even offer to do a 2nd Tzeethcian warlord, but then John would have to curse my sudden but inevitable betrayal. Also, the Tzeetch Warlord in my head sounds like Fezzini from Princess Bride, and would be voiced as such :-)
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Ulric the Grey

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Re: Initial Organization Thread
« Reply #16 on: March 07, 2016, 03:09:42 pm »
Dale any fleet you choose dale is fine with me. I am just giving you crap brother you know this. Hell I got a transgender un...I mean aunt in my family I see once a month during family events. I just find it entertaining what you decided to name your slaaneshi ships. Though I do like the idea of two tzeentchi warmasters, cuz you know that aint going to last very long.

Andrewchristlieb

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Re: Initial Organization Thread
« Reply #17 on: March 07, 2016, 06:19:33 pm »
Lol, Killfrenzy was a Slaughter class during the Gothic war named because it constantly broadcast "KILLFRENZY" on all channels on loop. The Khorne comment eatlier reminded me of it.
I don't make the rules, I just think them up and write them down.

Dakkar

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Re: Initial Organization Thread
« Reply #18 on: March 07, 2016, 07:08:55 pm »
Lol, Killfrenzy was a Slaughter class during the Gothic war named because it constantly broadcast "KILLFRENZY" on all channels on loop. The Khorne comment eatlier reminded me of it.

Oh, I recall that indeed, though I couldn't recall the exact word until you said it. And I always wondered how the heck Abaddon and Co. tolerated or even worked with it ;-)
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Ruckdog

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Re: Initial Organization Thread
« Reply #19 on: March 07, 2016, 11:38:38 pm »
Hee hee, sounds like you guys have been having fun  ;D. Loved the bit about the KILLFRENZY!

Anyway...

For point values, I'm figuring that the Chaos, IN, and Tau forces will start with 2,000 points, while the Eldar will use the "raiding" fleet rules and start with 1,500 points.  My thought is that each of us will start a thread for our individual fleets, and update them as time goes on and we gain experience, refits, reinforcements, etc. As for initial leadership values, I plan on having a single thread for all of us to roll in. The forum has a dice roller installed, which you can use with the following code, replacing the () with []:

(roll)1d6(/roll)

You can use any kind of d-whatever (d3, d4, d10, d12, etc), and in any amount. Here is what a single d6 roll would look like:

Rolled 1d6 : 6, total 6


Now, the downside of the dice roller is that if you go back and edit a post, the dice are automatically "re-rolled." as a result, I will configure the leadership rolling thread to not allow post edits.

I also plan on running an overall status thread, that will show updates to the sector map, as well as track our current Renown levels. Thoughts?

Yeah that was kinda my thinking. Uf a few more hop on and want to run Chaos I'll do Imperial, but otherwise I'll run Tau for the variety.

I'll pencil you in as running Tau then!

Dakkar

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Re: Initial Organization Thread
« Reply #20 on: March 09, 2016, 10:49:20 am »
I finally had a quick moment to download the key docs, so I'll start reviewing and fleet building this weekend.
I'm also likely FAR from decided on my fleet faction until I can reacquaint myself with the core rules and new lists. Slaanesh, Dark Eldar, Craftworld Eldar all still appeal, as does Adeptus Mechanicus. And I haven't even looked at Tyranids yet ...

How does the Raiding Fleet campaign structure differ that 1/4th less forces works out okay? Are the campaign rules in the Core book, I can't recall?
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Ulric the Grey

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Re: Initial Organization Thread
« Reply #21 on: March 09, 2016, 11:34:39 am »
Basically you have a pirate base or you could use the craftworld station in the Eldar pdf. Then you also play raid level missions, and are going to be the attacker which always puts your opponent at a disadvantage. Then if you happen to roll for a 'Battle' instead of a raid, you still choice a raid mission, but its battle level points.

Basically your opponents will loose much more in those fights, as I can't smash you in a equal fleet level engagement. Also yes its in the core rule book page....150

Also remember that we have to find your base. You get to pick a planet for your 'hidden base' then you get to attack out from there. The other players have to locate it first, and then  I have to be able to attack it, its not like I can find it and share that info with the IN or Tau, they have to find it on their own. Then after that, they attack your base which will have a space station to defend it as well. If they loose you can relocate your base, at no cost to you. If you loose you loose the Resources for that turn as you find a new hidden base....

Basically you dont have to worry about holding planets, as you will never hold a planet, but you can still and leach resources from the others.
Also your not holden to the Warp routes that the rest of us are. so you can Attack anyone.
« Last Edit: March 09, 2016, 11:39:43 am by Ulric the Grey »

Andrewchristlieb

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Re: Initial Organization Thread
« Reply #22 on: March 09, 2016, 11:45:19 am »
Hey, yes the campaign rules are in the back of the core rule book (available online as a PDF if you do some searching). The pirates get a "pirate base" which is hidden (can be on any planet) and always gives them the benefit of a hive or forge world so it's a bit easier on them at the beginning to make repairs and such. Orks Eldar (all flavors) and Necrons were the only ones I remember using the pirate base though... Oh and Human Pirates from the rogue trader docs. Orks had the option with the 2010 update of taking a wagahh fleet and playing as a full faction also though. Not sure about the others.

We are using the 2010 update correct Ruck? Any other house rules anyone want's to throw out?

I know the two big ones I can remember doing was that ships couldn't overlap (despite the ruling that they could which makes no sense on the tabletop)... could work here though so....? The other one was that blast markers only counted against gunnery if they were directly in line between stems, ignoring them if for instance one was in base contact on the other side of the ship. That one's kind of iffy though, some people love it others hate it.

I know with the Tau Drow, Orca, and Warden escorts don't roll for leadership normally and use the leadership of their parent ship (they're all "towed" into battle), but in the past I've always played them as having their own leadership since the rules (or 2010) never addressed the issue of multiple parent ships having different leaderships for combined squadrons of escorts (since the escort squadrons can draw ships from various parent vessels in different squadrons so you could game the system by saying some of the escorts in each escort squadron came from whichever parent had the highest leadership so all the escort squadrons had high leadership)...

TL,DR roll leadership for towed escorts per normal.

Another issue I've had is with the Convoy scenario since the random setup for an attacker can mean them having to take escorts without any capitol ships. I've basically ignored the rule about having to have the ships towed in in that scenario and just assumed they were dropped off at an earlier time (since it's an ambush and all).

Thoughts on that and anything else anyone would bring up for this?
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Dakkar

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Re: Initial Organization Thread
« Reply #23 on: March 09, 2016, 12:01:10 pm »
Basically you dont have to worry about holding planets, as you will never hold a planet, but you can still and leach resources from the others.
Also your not holden to the Warp routes that the rest of us are. so you can Attack anyone.

Well, that does sound appealing from a Dark Eldar perspective... ;-) And those Shadowfields sound oh-so vile...

I just don't want to leave my Chaos brethren in the lurch if I go Raider. Arrangements can always be made though. ;-)
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Andrewchristlieb

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Re: Initial Organization Thread
« Reply #24 on: March 09, 2016, 12:08:30 pm »
Basically you dont have to worry about holding planets, as you will never hold a planet, but you can still and leach resources from the others.
Also your not holden to the Warp routes that the rest of us are. so you can Attack anyone.

Well, that does sound appealing from a Dark Eldar perspective... ;-) And those Shadowfields sound oh-so vile...

I just don't want to leave my Chaos brethren in the lurch if I go Raider. Arrangements can always be made though. ;-)

To be fair we would welcome you all into the greater good.
I don't make the rules, I just think them up and write them down.

Ulric the Grey

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Re: Initial Organization Thread
« Reply #25 on: March 09, 2016, 12:24:48 pm »
Perhaps the Tzeentch chaos lord can make arrangements with you both from time to time. After all that False emperors slave dogs must go right? For the Greater good, and for saving your own souls from the great Devourer?

Ulric the Grey

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Re: Initial Organization Thread
« Reply #26 on: March 09, 2016, 03:34:32 pm »
Hey andrew, for your escort issues, I would roll seperately for each squadron. Yes they are being towed, but they act independant of the mother ship during combat. This also makes it so that you dont have to worry about multipule different leaderships in an escort squadron.

Andrewchristlieb

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Re: Initial Organization Thread
« Reply #27 on: March 09, 2016, 03:45:26 pm »
Yeah that's what I usually do, but wanted to get the okay before I start rolling leadership.
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Ruckdog

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Re: Initial Organization Thread
« Reply #28 on: March 09, 2016, 08:55:18 pm »
@Andrew:

Rolling separately for escorts sounds like the way to go to me too. I would have no problem with you deploying escorts with no capitals in a Convoy scenario; we can imagine that they were deployed their before the game by a crafty Tau ship commander trying to catch Mon-Keigh transports by surprise ;).

As for the rules, yes, the 2010 FAQ is in effect as far as I'm concerned.

Oh, and one of the things I realized after going over the campaign rules again last night, we will need a place to roll for appeals in addition to leadership. I can either make a separate sub-forum for that, or we can just use the Leadership one for both.

Another thing I noticed is that in the book, a "Campaign Turn" is defined as any time two players have a game. Ulric proposed that we instead modify that to something along the lines of having a campaign turn equal 2 games. The problem is that every Campaign Turn is a chance to roll for an Appeal, collect resources, perform repairs, etc. This in turn leads to the concern that more active players may advance too quickly. Expanding a Campaign Turn to more than one game taps the breaks on the progression system just a bit. What do you guys think?
« Last Edit: March 09, 2016, 09:00:25 pm by Ruckdog »

Andrewchristlieb

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Re: Initial Organization Thread
« Reply #29 on: March 09, 2016, 09:08:54 pm »
Okay, I'll setup a thread for my leadership tests.

I don't see an issue with adding a thread for appeals and such to the leadership area, no idea who I'd appeal too though... "Hello Astartes would you mind sending me some of your troops and equipment... For the Greater Good?" :D




Maybe we should set the campaign turn to a set time irl, like once a week or every two weeks ect... That way everyone stays on the same page as far as that's concerned, but people can play as much as they can get a game in without having to wait for someone else to "catch up".
I don't make the rules, I just think them up and write them down.