Apocalypse on Cypra Mundi: Post game thoughts
Note there may be some spoilers in this thread as I am wrapping up the post game and posting thoughts on stuff that we got wrong and Improvements.
1.) Turn times - at the outset we really should have had turn limits, turns 1+2 took a long time.
2.) Rules for scoring on strat objectives. The way we did it that was to have them be the same Points value all game. The rule book suggests multiplying the value by the break number on which they are scored. Eg. an objective is worth 1point on break 1 and 2pts on break 2 and 3 pts on break 3.
3.) We didn't realize that you could spend strat VPs for new asset purchases. These two things are linked, if you wanna be able to buy assets you need to have a greater number of VPs availible hence increasing the points.
4.) We didn't really play pure 7th ed rules. eg. "objective secured" for troops in battle forged armies. We played everything as scoring equally. This was something that would have changed the game alot.
5.) Didn't realize all the bonus VPs that could be earned. It doesn't mention first blood or line breaker so those clearly don't count.
1.) Turn times - at the outset we really should have had turn limits, turns 1+2 took a long time.
2.) Rules for scoring on strat objectives. The way we did it that was to have them be the same Points value all game. The rule book suggests multiplying the value by the break number on which they are scored. Eg. an objective is worth 1point on break 1 and 2pts on break 2 and 3 pts on break 3.
3.) We didn't realize that you could spend strat VPs for new asset purchases. These two things are linked, if you wanna be able to buy assets you need to have a greater number of VPs availible hence increasing the points.
4.) We didn't really play pure 7th ed rules. eg. "objective secured" for troops in battle forged armies. We played everything as scoring equally. This was something that would have changed the game alot.
5.) Didn't realize all the bonus VPs that could be earned. It doesn't mention first blood or line breaker so those clearly don't count.
- Killing a warmaster
- Killing a superheavy
- Killing a Gargantuan Creature
- Stopping a Finest Hour
6.) Objectives need to be 12" away from each other.
7.) Vortex (like a vortex grenade) moves every player turn.
8.) We played that Super heavies couldn't take cover saves, but really they can, they just can't take jink saves.
9.) Didn't realize that a catastrophic explosion would scatter 2D6
8.) We played that Super heavies couldn't take cover saves, but really they can, they just can't take jink saves.
9.) Didn't realize that a catastrophic explosion would scatter 2D6
Other Thoughts
Bikes really need to be outflanked or you need to take blind barrage asset, too much ignores cover means the ravenwing bikes couldn't acheive much. Never got to use their special formation rules.
The Space marine battle company was incredibly effective, and really was the reason we won the game.
Terminators were effective, especially given the new reduced potency of D weapons. FNP banner really saved their bacon multiple times.
Totally forgot about my nephillim and my bike librarian most of the game. Due to being in two different parts of the the board.
Beasts of Nurgle are the ultimate tarpit. How do you kill Nurgle demon princes with iron arm, only way I can think is to deny it.
Its hard to get to that damned Titan.
Forgot to roll on the Exemplar table during Belial's Finest Hour.
Forgot to roll on the Exemplar table during Belial's Finest Hour.
Next time we should get to store by 9:00am if possible and start playing by 10:00, that would mean that bidding for deployment with whatever time is remaining after setup. It took me forever to equip all my stuff correctly it was hard to get the table set up as well. Meaning we didn't really start playing til 11:30ish
To Do:
I'll need to make a Quick Reference Sheet for some of this stuff so you can just see it all at a glance.
Print out a set of homemade Strategic Asset cards.
Thats all I can remember for now
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