|
Post by delflover5000 on Jun 11, 2020 11:10:06 GMT
So I've not long gotten back into Warhammer and have only played about 7-8 games so far (damn you covid). I've found the games to be very consistent with major combats around turn 2-3, the game being a bit of a foregone conclusion by the end of turn 3 and wrapped up on turn 4. Would you say this is fairly normal? The games are mostly DE v HE so with high movement / high damage / T3 I can understand this going a little faster than average. But be honest I would just like one game to end on turn 6 and we have to actually count VP, rather than there just being a big red smudge on one side of the field.
|
|
|
Post by strutsagget on Jun 12, 2020 15:26:45 GMT
Depends on list and army. When I play woodies it’s either over early (loss) like turn 2-3 when I roll bad scenario(opponents snatch first turn with a 6 or something that deployed closer) or I messed up in movement and deployment, or i I play on points and have a good chance of wining after turn 6. I also encourage you to play less straight forward into combat, like try play defense and deploy further back and not on 12” line. Try make sure you get favored matchups. But yes deployment determine the game pretty much
|
|
|
Post by Naitsabes on Jun 12, 2020 16:23:09 GMT
major combat turn 2 sounds like something isn't going quite right. Typically you'd want to position yourself a bit more so combat is in your favor (both sides will try this of course).
definitely play the basic six scenarios and then branch out from there into even more scenarios that mix up deployment and VPs.
there is also terrain. you have enough of that on the board? it helps breaking up the same old 'my deathstar belly-flops into your deathstar'.
|
|
|
Post by strutsagget on Jun 12, 2020 17:33:12 GMT
Make sure you play d6+4 terrain pieces. And make sure you try to force movement. And like Naitsabes says, play/roll for all scenarios when you start. They force different approaches and list building tactics and also differentiates the games.
|
|
|
Post by delflover5000 on Jun 12, 2020 18:29:39 GMT
Well that's at least reassuring as it's probably just the way me & my opponent play. We usually lean towards MSU than deathstars, I have used the Witch elf death star and although it's extremely effective it's also a bit dull and I'm not tempted to take it again. I have enough larger pieces of terrain (forest/building/hills etc) but I'm lacking in smaller obstacles so I think small walls/trees will go on the shopping list. The main problem is probably that I currently tend to dominate the chaff / re-directors aspect of the game which has made my positioning as the aggressor quite easy. I'll talk to my opponent, thanks for the perspective.
|
|
|
Post by Naitsabes on Jun 12, 2020 20:20:09 GMT
if there is just the two of you duking it out again and again and one of you keeps winning, you may want to institute a rule like this: after every win the other guy gets an extra 100pts in the next game. and when the weaker guy starts winning he'll stepwise lose those extra points again. You will basically tritrate to a point level that will give you a close game. The beauty is it doesn't matter why one side more consistently wins: - stronger army book - one guys stronger grasp on the rules (or more time spent on relevant parts of the internet ) - one guys tendency to field the fluffy weaker units from his book It'll all get evened out. Works best if the same people play the same armies over and over.
|
|
|
Post by warlordghazak on Jun 14, 2020 20:39:33 GMT
It really depends. Most games take the full 6 turns, unless one of both armies get completely whiped out. My shortest game ever was 1 turn. It was game in 6ed and trough I miscast I got 7 or 8 irresistible force Gork's Warpaths. On the miscast table in that book, you did cast the spell with irresistible force and you had to roll again. So after this my opponents army was gone and my lv4 turned in a squig. It was a game in a tournament, the look of my opponents and the judges was priceless when.
Most games I play are a chess game of getting my units in the right position and my opponents try to do the same. Depending on the list we use the big block tend to duke it out in the 5th or even 6th turn.
Cheers, WGG
|
|
beastyboy
Full Member
5th eddition lizardmen !
Posts: 227
|
Post by beastyboy on Jun 15, 2020 5:57:53 GMT
my games tend to be dragged out I tend to bring big units of gors and abuse the steadfast rule .... so turn 5 or 6 .
|
|
|
Post by gangland on Jun 15, 2020 14:47:52 GMT
Turn 5 is about when the other person will call it. We do make it to turn 6 sometimes and sometimes it gets cut to turn 4 due to timing and life. 5 is our average though.
|
|
|
Post by sedge on Jun 15, 2020 21:02:47 GMT
Almost all of mine make it to 6 turns. We do get late swings sometimes, but also I think it's good sport to let the winning opponent get their victory properly sealed rather than have the defeated player give up early when they think they're out of a chance. It's still fun for the person who's losing as you can aim for small victories - taking out an annoying unit or having your remaining guys hold out in a building. For that reason we occasionally play past the six turns just to mop up what's left or keep going with a really close game.
|
|
|
Post by knoffles on Jun 15, 2020 22:08:01 GMT
Normally 5-6 turns. It depends if we run out of time at the club! I do love how games can really swing in 8th. You can take a pasting in the first few turns and still turn it around. It’s one of the reasons I love this edition.
|
|
|
Post by mottdon on Jun 16, 2020 19:13:09 GMT
The majority average for us is 4-5 turns, though we always play it out to turn 6. It's usually decided before then though.
You might want to institute some alternative rules like capture X items for X amount of points (take more than two). Those will force you to be more strategic with your chaff game and into making more alternative movement decisions. Once the items are acquired, then it's a game of keep-away. It also encourages more smaller, fast units to be taken, which, 9 times out of 10, are usually weaker and can be easily defeated. Can be really fun with two fast armies like HE and DE. Like a basketball game, back and forth, back and forth. And the more obstacles, the better in those games.
Now, if you are playing an army like Dwarves, I wouldn't recommend it. Maybe something along the lines of Capture the Flag.
|
|
|
Post by tileag on Jun 16, 2020 21:04:01 GMT
6 almost always. Even if its a slaughter we play out the last turn or two (they usually go very fast since most things on one side are dead)
|
|
|
Post by grandmasterwang on Jun 18, 2020 4:59:26 GMT
We generally play to the death so maybe 7 turns.
|
|
|
Post by snyggejygge on Jun 22, 2020 7:45:09 GMT
When playing 2 players then usually we can see the winner at around turn 5, multiplayer usually requires the full 6 turns.
|
|