Demoulius Posted January 24, 2011 Author Share Posted January 24, 2011 the 3rd battle of the night was with the same terrain, same fleets. no scenario. just a straight up battle :) my movement was basicly the same. sending a lone nova to my left and right, and supporting the right one with my hunters. the rest went down the middle. here necrons necrons. we got a present for you the necrons seeing my pull of the same move decided to take the bait. he sent 2 escorts and shroud to my left nova, and blew it up. and he moved his harvester and other 2 escorts the the right and blew that up as well :P uh...why is he taking the bait? dang he also shot at my hunters but dident do much. only take 1 shield off. oh man right...so at it turns out, its a bad idea to lure your opponent to attack you...he might do it <_< anyway, i moved up with the rest of my fleet. moving the SC's and hunters towards his harvester. i blew the 2 escorts out of the sky (space?) with my bombardment cannons and the torpedo's from my hunters. shot at his harvester doing 1 or 2 points of damage (he dident brace) bang! on the left i had sent my 2 squadrons of gladius frigates and my last remaining nova frigate, did lock on with all of them. sadly 1 squadron was out of range. lock on! think i only took out 1 escort though. and that was with the thunderhawks, he survived the entire shooting phase :wacko: his next turn was nothing short of davastating. he moved his harvester abeam to my SC, since he dident brace he had all his firepower left. he opend up on the SC's and i failed my brace (even with LD 10) and he destroyed one :blink: it turned into a blazing hulk.... oh dear.... on the left flank my nova was turned into space dust, the rest dident suffer any damage though. space-dusted so in like 2-3 turns i had lost all my nova frigates.....woopsie. perhaps novas arent the most brilliant choice to flank with... (if i should have flanked at all to begin with...) in my my turn my blazing SC flew off the map (much to my relief...dident really want to see it go nuclear...) i moved my SC its mandatory movement, turned and boarded the harvester. my hunters made a 90 degree turn and went to help the gladius frigates out. who in turn were having trouble of their own. if i recall they did some damage to the shroud (but then again i could be mistaken...he pulled of so many saves this turn <_<) the boarding action meant i scored 2 damage on the harvester for no damage in return, neither of us scored any critcal damage on another. we would like a word with you.... his turn, his harvester flew off (reading the boarding entry one can only NOT do that in case of a draw, if we read the entry correctly...) please come again this phase saw me not taking any damage, but oh did he try :ph34r: hmm juicy morsels moving my gladius frigates behind his shroud i shot at him (dont think i actually did anything, or he saved) i renembered i could actually board stuff and did just that with my 2 hunters. wrecking it. ker-pow his turn he moved his shroud up to fire at my SC. even with batteries 10 it only did 1 damage (the second shot beeing negated by my shield) *poof* gas his harvester then opend up on fire, i failed the first brace test (and as we played it couldnt do anymore that turn) and lost all 4 of my gladius frigates :blink: man that harvester is reaping some **** all right! hmmm harvest season in my turn i boarded his shroud with my SC, destroying it in 1 turn and turning it into a drifting hulk. my hutners pursued the harvester IIRC and died at some point. my next turn i pursued the harvester with my SC, taking shots when i could. here the harvester is stranded in an asteroid field since we dident know you had to take command check BEFORE you moved anything (we found that out later....) he moved out of the asteroid field and used AAF to get his behind out of there. goodbye sucker! to summarize the next....10 turns or so, i took about 3-4 turns to catch up with him, whilst he was having trouble moving due to his 45 degree turns. when i did catch up we exchangede blows whenever we could, both bracing about 9 out of 10 times. his shroud flew off the table in the meantime weeeee i FINALLY managed to cripple him ( i think it took 2 turns of shooting) blammo the turn after that however, he crippled me... er... the turn after that i did some damage again. and the last turn i got (he elected to phase out since he only had 2 hp left) i did 2 damage to him and turned him into a blazing hulk (yay) phase *boom* out? i wiped his fleet and only had a crippled cruiser left myself! a fun game indeed, i payed for my mistakes in the end and even lost a SC in 1 turn because i failed a brace test.... 2 small questions for you guys, can you continue to take brace tests even if you fail one? we play it as not and it seriously hamstring you... secondly, do you HAVE to squadron cruisers? as i read it: it says MAY squadron cruisers...seems to me that its not mandatory correct? 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Vaaish Posted January 24, 2011 Share Posted January 24, 2011 4th turn his entire fleet came in (did he have to roll? cause we assumed he dident have to and could just choose when they came in) This is correct, the only thing stipulated is distance up the board they can be deployed. i scored 2 points of damage on the harvester and sent a group of boarding torpedo's its way, causing this healthy list of critical damage: I find this very odd. From your list you only have a total of 4 torpedoes in your whole list and you scored what looks like 3 or 4 criticals against the Scythe which has a 6+ armor value. Boarding torpedoes work just like normal torpedoes in that they have to beat the targets armor value but instead of causing damage, they let you conduct a hit and run attack. That means that the scythe first gets to roll 3d6 against the four boarding torpedoes removing one for every 4+ rolled. Any that survive then have to roll a 6+ to hit the scythe. Any that hit may then (finally) roll a D6 against the critical table. What that amounts to is none of your torpedoes should have caused a critical unless you were extremely lucky and that it's usually best to just launch regular torpedoes since when they hit they do actual damage. small question for you guys, can you continue to take brace tests even if you fail one? we play it as not and it seriously hamstring you.. Yes you can, but you have to wait until the next ship or squadron fires before you attempt to brace again. Last, does your cron player know he can make one turn for every 20cm he moves while on AAF and that he rolls d6x10 for the total movement? Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2632514 Share on other sites More sharing options...
Demoulius Posted January 24, 2011 Author Share Posted January 24, 2011 "Boarding torpedo's attack if they come into base contact with an enemy's ship base. conduct a hit-and-run raid against the ship immediatly" taken from page 28, under the "boarding torpedoes" section of the BBB. :P ive just read the advanced section after your comment though and in THAT reference they do indeed mention that you need to roll to hit first :teehee: suddenly makes boarding torpedo's a whole lot less worthwhile.... dont get me wrong its fun for firing first turn, after which you can still steer them towards their targets but after that... not so much ;) any anwsers on my questions? "2 small questions for you guys, can you continue to take brace tests even if you fail one? we play it as not and it seriously hamstring you... secondly, do you HAVE to squadron cruisers? as i read it: it says MAY squadron cruisers...seems to me that its not mandatory correct?" Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2632521 Share on other sites More sharing options...
Vaaish Posted January 24, 2011 Share Posted January 24, 2011 yeah, boarding torpedoes would be great if they didn't have to beat the armor value to hit. I missed your question about cruisers, but on bracing: Yes you can attempt to brace after you fail, but you have to wait until the next ship or squadron fires before you attempt to brace again. Cruisers do not have to be in squadrons. Only escorts are in mandatory squadrons. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2632573 Share on other sites More sharing options...
Demoulius Posted January 25, 2011 Author Share Posted January 25, 2011 wait, you can brace with the same squadron multiple times? does brace only work against the hits against it or does the effect keepi hanging around? (as in, do they keep braced if they are shot at after the first time?) Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2632608 Share on other sites More sharing options...
Vaaish Posted January 25, 2011 Share Posted January 25, 2011 yes, BFI lasts from whenever you go on the SO until the end of the ships next turn. Once you successfully brace, you don't need to test again when you are shot at until it runs out. For example, you strike cruiser is shot at by the scythe and you attempt to BFI successfully giving you the 4+ save against any hits. You save the damage caused by the scythe and are then fired on by the jackals. Since you are on BFI, you still get the 4+ save against any hits the escorts cause. You remain on BFI until the end of your next turn. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2632634 Share on other sites More sharing options...
Vaaish Posted January 25, 2011 Share Posted January 25, 2011 yes, BFI lasts from whenever you go on the SO until the end of the ships next turn. Once you successfully brace, you don't need to test again when you are shot at until it runs out. For example, you strike cruiser is shot at by the scythe and you attempt to BFI successfully giving you the 4+ save against any hits. You save the damage caused by the scythe and are then fired on by the jackals. Since you are on BFI, you still get the 4+ save against any hits the escorts cause. You remain on BFI until the end of your next turn. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2632635 Share on other sites More sharing options...
Demoulius Posted January 25, 2011 Author Share Posted January 25, 2011 played a game today as well. 750 pts against IN. we rolled for terrain, got a plan, asteroid field and gas cloud. we put the planet in the middle as if we were fighting over it.i won the roll to go first and took it. we played a "kill the other guy" scenario (aka no scenario at all, it was his second game :devil: ) my fleet: 2 strike cruisers 2 glad frigates 2 glad frigates 3 nova frigates 3 hunter destroyers his fleet was: dictator cruiser lunar class cruiser dauntless class light cruiser 3 firestorm frigates 4 cobra destroyers i spread my fleet out across the board, and he did the same. keeping 2 cruisers together with the firestorms n the left corner and his dauntless with cobras on the right left side of my DZ right side of my DZ left side of his DZ right side of his DZ he had rolled for his LD and got LD6 on like 6 of them, i think the highest was 8 or 9. i moved the majority of fleet towards the right. keeping a squad of gladius frigates on the left (to lure him i guess? not sure why i did it :cuss ) launched ordenance with my cobras and SCs (forget to reload) torpedo's away! majority of the fleet he replied by throwing everything except his 2 cruisers on the left to the fray. the dauntless moved forward as well, moving between my torpedo waves. he shot and killed 2 out of 3 waves, also shot at the thunderhawks but dident kill any. my next turn my flanking gladius and my SC opend fire on the dauntless, hitting it a few times. (even crippling it IIRC) my thunderhawks and boarding torpedo's made short work of his escorts (since i dident know that they needed to hit like ive been just informed by Vaaish) i had moved my glad frigate near the planet so i could decide next turn on what to do with them. ouch his cruisers kept moving up on the left flank (not using AAF) his bombers however also kept closing in and were now awfully close to beeing in range to hit something soon :cuss his dauntless moved up, tried to do some damage but i braced (turned out nothing of his even hit...) his lances however scored a point of damage on one of my SC's. dident brace to keep their firepower. where did they come from? my next turn i moved my SC up, glad's moved behind the dauntless and fired at its rear. i blew the cruiser to bits and turned it into a blazing hulk. fleet ready to dish out some pain! cruiser just before he got the fatal blow, hes down to his last wound (indicated by the dice with the 5 on it, that we like to use to renember wounds) his movement phase the hulk kept moving and went nuclear (plasma overdrive overload just doesent have the same ring to it :P ) and took a single cobra along with it. he moved the rest of his 2 cruisers and firestorm up and unleashed some more bombers. KABOOM in my next turn i finished of his remaining 1 cobra, and firestorm frigates with the joined firepower of my entire fleet. carnage is had by all last remaining damage his cobra did, blew up a nova the previous turn. and thus we went on a long trek of cat and mouse. he had his 2 cruiser left, i had 2 SC's, a hunter, my gladius frigates and 2 nova frigates left. twas a long journey (hes on the opposite side of the planet...) my cobra attempted to do some damage and fired a normal torpedo which landed in front of his ship suprise! with his mandatory movement he ran over it, shot one down and i failed to hit :( he then opend fire on the cobra, only taking its shield off. your weapon is ineffectivecookie for whoever catches that reference ;) my turn the rest kept moving, the cobras mandatory movement brought it to about 2-3 cm's of the lunar's base. i fired, it did nothing off course he then boarded my cobra with his full strength Lunar!!!! needles to say the cobra was slaughtered.... it did however leave the Lunar stranded way behind the dictator as (as we understand it) the boarding happend in the end phasee so the ship would remain in that posistion for that turn, unable to do anything. oh **** my fleet however was hot on his heels dun da dun da dun(my attemp at typing a jaws threatening sound) his next turn he moved forward and launched those god awfull bombers again. and then: I STRIKE with plenty of lock on orders to go around! he moved for another turn and then i destroyed his lunar (when every ship was about 15 cm's behind him) and (you guessed it) his plasma reactor went nuclear, taking 3 gladius frigates, my 2 nova's and taking 2 hit points off the previously unscathed SC and the other was now crippled :lol: warning: exploding cruisers are hazardoes for the health his bombers then blew up my remaining gladius and damaged a SC some more (the one who was crippled got another hit) the next 2 turns i was desperatly trying to catch up to him to do a last ditch boarding action, shooting at him as i went. (which is hard as at tops i had 3 shots) when my second cruiser got crippled i decided to pull out. (luckily i managed to pass the LD test on the first go) he won, his cruiser was still full health, and cost 220 points. my cruisers were both crippled, and allthough i pulled out in time they were still worth to much points that i lost the game because of it. the entire game lost because a cruiser exploded :lol: (and well...i was FAR to close to it when it happend...) this is the horrible trend that i seem to find myself in every game. one way or another i ALWAYS find myself very close to enemy ships, and unfortunatly now one exploded when i was.... thing is, i always keep moving at mandatory speed, no more no less and still i cant seem to stay clear from them....their mandatory movement is less then mine is. beeing faster just hamstrings me here..... ive taken a quik peak at the IN escorts that i can take and they are actually cheaper....and slower. barring the cobra, i see no downsides to taking them (well the firestorm only has front lanca but thats about it) perhaps i should switch my escorts? im also considering dropping out torpedo escorts entirely. i just dont see what all the fuzz is about them... im having trouble deciding when i should reload my ordenance. in the early game i could choice between blowing up the dauntless or reloading. i opted to blow it out of the sky. the many turns after that i was blasting happily away as well. i tried to reload EVERY DAMN turn that i was flying around the planet (it kept failling and hence it took me so long to get around it) and this kept happening until i rolled double 6's (ordenance out of commision) and by then it dident matter anymore since i was ontop of my opponent by then. what should i do in such cases? just forget about the ordenance and attack asap? his bombers were a thorn in my side the entire game. the first 4-5 times that they hit my escortts (yes escorts) they failed to do any damage whatsoever, just damage the shields (do they ignore those or not) but after i blew up the Lunar they suddenly blew me apart.... how can i fix that without any thunderhawks? (or prevent it all?) any thoughts? Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2632669 Share on other sites More sharing options...
Demoulius Posted January 25, 2011 Author Share Posted January 25, 2011 yes, BFI lasts from whenever you go on the SO until the end of the ships next turn. Once you successfully brace, you don't need to test again when you are shot at until it runs out. For example, you strike cruiser is shot at by the scythe and you attempt to BFI successfully giving you the 4+ save against any hits. You save the damage caused by the scythe and are then fired on by the jackals. Since you are on BFI, you still get the 4+ save against any hits the escorts cause. You remain on BFI until the end of your next turn. hmm could you get a page reference for me m8? we only seem to read that if oyu fail an SO you cant do any more SO's THAT TURN. mind you BFI is done in his turn but still, we cant find anything to dismiss this either :lol: also, a picture on our battleships :lol:: BB, Emperor and Tombship we plan to play out our battleships 1 on 1 as were quite interested to find out just how strong they are, but arent quite ready yet to put a fleet alongside them :devil: do have a game the day after tommorow though. 1000 pts, our first time playing with an admiral :cuss im looking forward to seeing how that will turn out :P Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2632677 Share on other sites More sharing options...
Vaaish Posted January 25, 2011 Share Posted January 25, 2011 Sure, p. 23 explains it more fully. It's also further clarified in the FAQ. BFI is an odd SO in that it can be used during either players turn and ANY time a ship faces damage which over rules the usual penalty for failing a SO. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2632694 Share on other sites More sharing options...
Demoulius Posted January 25, 2011 Author Share Posted January 25, 2011 cheers for that man :) should make our games abit more easy to play (i for the most tend to fail the first BFI roll :wub: also why half my fleet sometimes disapears in 1 turn :cuss ) Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2632736 Share on other sites More sharing options...
vonny Posted January 25, 2011 Share Posted January 25, 2011 this latest faq also says you don't run out of ordnance any more at the end of page 5. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2633094 Share on other sites More sharing options...
Demoulius Posted January 25, 2011 Author Share Posted January 25, 2011 well the problem with that faq is that its not on the GW site. while i know that that GW isent working on BFG anymore, i think it will be difficult for me to sell to them without appearring to be taking some advantage or some such :) Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2633421 Share on other sites More sharing options...
Vaaish Posted January 25, 2011 Share Posted January 25, 2011 The FAQ vonny linked to up there isn't quite official yet. It has been, or will shortly be submitted to GW by the High Admirality folks GW installed to take care of the BFG rules and will eventually appear on the GW site. The last FAQ (2008) was up on the GW site before they transitioned over to the new website but got lost in the shuffle and was never posted along with the BFG rules although most of the information in that FAQ has already been incorporated into the PDF's available from the GW site and the printed BFG 1.5 rulebook. The biggest omissions are the first 8 pages of the printed armada book that detail things like attack ratings for the fleets added in armada like Marines, Tau, and Necrons and the reserve rules to use ships from other fleet lists (has the most impact on IN). Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2633429 Share on other sites More sharing options...
Demoulius Posted January 25, 2011 Author Share Posted January 25, 2011 oooh i see :) in that case i think its best we just wait for the faq to arrive then ^_^ just so they can for themselves whats in it :D my list for tommorow: 3 strike cruisers, one has my master of the fleet with 1 reroll. 2 gladius frigates 2 gladius frigates 4 hunters destroyers 3 nova frigates 1000 pts on the dot. will be fighting the IN player again. i dread to think what other kinds of nasty he will put on the board ^_^ either way i gotta take care of that dictator asap :lol: Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2633926 Share on other sites More sharing options...
Vaaish Posted January 25, 2011 Share Posted January 25, 2011 I'd honestly suggest an extra strike cruiser and drop the novas. Then you can have two squadrons of two SC which will put you on parity ordnance wise with him unless he tries to cram in 12 AC at 1k and it'll give you a slight bit more overall durability. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2633953 Share on other sites More sharing options...
Demoulius Posted January 26, 2011 Author Share Posted January 26, 2011 wouldnt the hunters have less of an impact on his fleet then the novas have? tbh the torpedo's havent done all that much to his fleet tbh where as the novas did. (i mean, since i was using them with bad ruling i dont see them as beeing more worthwhile then the novas...) mind you that may be due to me not using them well. and besides ive got no 4th SC :o i still have to order one sometime....so 3 is the best i can manage at this time. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2634006 Share on other sites More sharing options...
Vaaish Posted January 26, 2011 Share Posted January 26, 2011 well if you don't have a 4th SC then never mind. :o The thing is novas are pretty expensive at 50 points for a lance. Hunters and gladius are much more effective and right now you've got a ton of escorts but few capital ships. Adding another SC gives you a bit more AC with the thunderhawks and lets you split your cruisers so that one brace command doesn't put all three at half strength and forces your opponent to fire at two separate targets. Hunters are fine ships, just don't fire boarding torpedoes. You can choose what type you fire and there speed will let you send a salvo into the 5+ side and rear armor on an IN fleet. With a S8 salvo and good line of fire, you can feasibly send them through several ship when you launch. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2634029 Share on other sites More sharing options...
Demoulius Posted January 26, 2011 Author Share Posted January 26, 2011 yea the novas are indeed pretty expensive but ive found them to be a nice addition. a ship stripped of its shield and then hit by a volley of lance (and/or bordbardment cannons) hurts alot ^_^ so far ive always used boarding torpedo's because without need a roll to hit (which they indidentily do need ;)) they were superior in my mind. but oh well, were not playing the game for so long. i dont have the rulebook just pages that i printed from the website so its hard to REALLY know the rules from a pile of printed copies.... that said il try to use them more tactical. i just thought of torpedo's of the following. instead of battery firepower 2 you get 2 actual shots. so long as they got ammo left they can basicly have a rate of fire comparable to...well something else that dishes out alot of shots :P boarding torpedo's however are good in the first few turns, where they would otherwise be out of the field of vieuw of my opponent ;) il try to use the hunters own movement to get a good line of fire for them :) also maybe kind of a stupid question but would they be good for "sheep-herding" your opponent to a place where you want him to? for example if you have 5 you can put a torpedo marker 10 wide and basicly fly the wall towards him (hoping he doesent take it out off course <_< ) he can either move out of its way or not move away and try to shoot it (and get hit if he fails). if your fleet is right behind the torpedo's shooting the torpedo's might not be favourable (but then again beeing hit by a volley of torpedo's isent either :P) hmmm some food for rhought i guess... Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2634064 Share on other sites More sharing options...
Vaaish Posted January 26, 2011 Share Posted January 26, 2011 also maybe kind of a stupid question but would they be good for "sheep-herding" your opponent to a place where you want him to? this is one of the primary things that IN uses them for at range. Closer in they get shotgunned at targets so there is no chance to intercept unless there are fighters on CAP. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2634109 Share on other sites More sharing options...
Demoulius Posted January 26, 2011 Author Share Posted January 26, 2011 had that game today, and it was a load of fun :) he ran: mars battlecruiser lunar cruiser dauntless 4 cobras 3 swords 3 firestorms admiral with an additional reroll for clarity, heres what i ran: strike cruiser with master of the fleet, 1 reroll (squadroned with another SC) strike cruiser strike cruiser 4 hunters 2 gladius 2 gladius 3 novas we generated terrain and got a planet, 3 asteroid fields and a gascloud. i got the first turn. sadly i placed my fleet all spread out (need to renember to STOP doing that....) so had on my right flank: 1 SC, 2 gladius frigates. in the middle were my hunters and novas. the 2 SC's and 2 gladius frigates were on my left. left flank middle right flank my opponent in turn placed heavily on the right, keeping some escorts on the left. (forget to take pictures of his deployment) i started my first turn by moving my SC on the right behind the asteroids. my gladius frigates just moved forward (dont ask me why i dident hide him like i hid my SC... my hunters fired all 4 of their (boarding) torpedo's seperatly. on the left all the ships moved forward. i launched all my thunderhawks and reloaded all ordenance ordenance away SC and glad frigates my opponent fired his nova cannon at the glad frigates between the asteroid fields (and scattered way off target) he blew up my ordenance by firing his own into them. and blew up the 2 nearest thunderhawks his turn i moved up the left force heavily, used AAF on the SC to quikly rejoin that flank. let the glad frigates move between the asteroid fields (seemed like a good idea at the time...he still had a good LOS to them :P) my hunters moved to the left asap as well. i had lock on with my SCs and novas but sadly both were out of range :( so close yet so far away... his turn he moved towards my lines further. his mars blew up my 2 nearby glad frigates (dident bother to brace. completly forgetting the kind of firepower it can dish out...) he did 2 damage to one of my SC's. he also pulled some shenanigans in this game. he said that since his torpedo's had a forward firing arc he could just fire them at an angle. so long as it was in his forward arc (which eh...kinda doesent sound right if you ask me :huh: is it legal though?) he used this to fire all of his torpedo waves at my SC. even if they dident do much damage the move itself dident really sit well with me :( but oh well its a friendly game. 2 damage abandoned flank my next turn my mandatory movement brought me awfully close to his vessels (a few cms to be exact) the SC from the right flank was still falling behind. i killed 3o f his 4 cobras, and destroyed a sword with thunderhawks. oddly enough, because my SC was so close to the targetted vessel my opponent said the blast marker removed his shield as well.....reading the rules id say he was correct but its still...odd if you ask me. combined fleet power kills....3 cobra's....damn that brace for impact! his next turn his entire fleet (or just about) opend up on the SC's. turning the damaged one in a drifting hulk and taking a hit off the other. the cobra and sword frigate fire at my cobra's only taking 1 shield off. carnage in my turn i move up my SC to get a boarding action off nexct turn. my cobra's and glad finish off the 3 firestorms that are in the middle of my forces (actually the cobras did with 1 combined torpedo volley ^_^ made space debree out of them in 1 go! i damaged the dauntless 3 times. crippling it. fire was spread around for all! he tried to do AAF to ram my nova, and failed it. so that was the last order he could do :) he moved forward and targetted my SC. brace saved the day here, only letting 1 damage through. did lose 2 cobras though. other SC only got hit on its shield. he shared the love bombers incoming in my turn i boarded his dauntless with the damaged SC. the sword and nova kept picking away at his other 2 cruisers (was targetting the mars IIRC) but only managed to remove its shield. (damn armoured prow!) i used my cobra's to fire a torpedo volley through the boarded dauntless and into the lunar it was squadroned with. hitting the dauntless once (couldnt find anything to say that this was illegal...though truth be told it felt abit funny) torpedo's (and boarding) away! the left behind SC fired at its escorts (but was abeam so only got 2 shots...and i missed one...) stop following me! the dauntless was beaten by about...7 points in the boarding action and so was very VERY much a drifting hulk now :-P his fleet moved up and targetted the SC, doing 1 damage. i lost another cobra and the other SC was still beeing harrased (though not taking any damage luckily) feel kinda trapped and then came the turn where i messed up.... i used burn retro to make the SC pivot on the spot and boarded an full health cruiser. the rest of my fleet targetted the mars, doing 2 damage to it. the boarding result however was that i lost by 5 points (and seeing as i had 4 health left that was a bad thing...) i thought the Lunar had 6 hull points and abit less turrets... i rolled a 6 and he rolled a 4....so eh....ya...good learning point there! ;) BOOAARRDDD!!! wait...why are there so many of them? he fired at my stuff another turn, doing no damage. i pulled the rest off my fleet out the next turn. right....time to take off! ye-OUCH! a space marine company beeing beaten in a boarding action...and so heavily to.... an undamaged cruiser is NOT a target to board...at ALL. further more i needed the mars out of my hair, not the lunar...so why board him at all you ask? quite frankly, havent got the faintest idea... **** started hitting the fan when i (again) spread my fleet out at the start of the game. the fight with the escorts also cost so much time that i felt some heavy blows whilst i was closing in. perhaps i should have just moved AAF and move past them to engage/board the cruisers when they were still a pair? the boarding action lost me the game though as before that i still had a fair chance of winning it... PRETTY sure i wont make THAT same mistake twice though!!! Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2635385 Share on other sites More sharing options...
Vaaish Posted January 26, 2011 Share Posted January 26, 2011 he said that since his torpedo's had a forward firing arc he could just fire them at an angle. so long as it was in his forward arc (which eh...kinda doesent sound right if you ask me is it legal though?) This is correct, but the marker must be entirely within the forward arc. You can't have the marker fly up the dividing line with half in the forward arc and half in the port or starboard arc. oddly enough, because my SC was so close to the targetted vessel my opponent said the blast marker removed his shield as well.....reading the rules id say he was correct but its still...odd if you ask me. This will only happen in two situations, you actually touch the blast marker with the base of your ship, or you are in base contact with a ship that is touching a BM. If you are not in base contact and not touching the marker then it will have no effect on you regardless of how close it is. nd then came the turn where i messed up.... i used burn retro to make the SC pivot on the spot and boarded an full health cruiser... This sounds a bit odd. I'm assuming you were boarding the lunar, undamaged and no BM in contact. That gives him a boarding value of 10 and since you have 4 hits and two turrets, your SC has a boarding value of 6. Since he isn't twice your boarding value he only gets a +1 modifier. You rolled a 6. Since you are marines your roll is modified by +2 making your total score 8 He rolled a 4, since you were on special orders and his boarding value was higher, his total score is 6 This means you beat him by two causing two damage to the lunar and taking none in return. Remember boarding value (hits remaining + turrets) is ONLY used to determine how much of a modifier is given the D6 roll. It has no affect on the amount of damage done in the boarding action. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2635437 Share on other sites More sharing options...
Demoulius Posted January 26, 2011 Author Share Posted January 26, 2011 This will only happen in two situations, you actually touch the blast marker with the base of your ship, or you are in base contact with a ship that is touching a BM. If you are not in base contact and not touching the marker then it will have no effect on you regardless of how close it is. well i think there was maybe 1-2 cms between his vessel and mine so in that case we did it properly i guess. with regard to the boarding, yea i did indeed board the lunar.... i had a total boarding value of 13 and he had 18 (or 17 cant recall) i thought only the one beeing attacked added up his turrets though? we both had a blast marked in contact (same 1) i was on special orders (he wasent, as he failed his command check....) his boarding value was indeed higher so got another point. to summarize, he had: 8 structure points roll of 4 on the d6 2 from his turrets 1 for the blast marker +1 for me beeing on special orders +1 for his boarding value beeing higher for a total of 17 while i had: 4 structure points roll of 6 on the d6 2+ for space marines 1+ for blast marker in contact for a total of 13 (unless im forgetting something) thats how we played it at any case... we dident roll for critical damage as the damage from boarding alone had turned me into a hulk. Remember boarding value (hits remaining + turrets) is ONLY used to determine how much of a modifier is given the D6 roll. It has no affect on the amount of damage done in the boarding action. i dont quite understand what you mean. i thought you added all the points together and then use that to determine the end result of the boarding? Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2635451 Share on other sites More sharing options...
Vaaish Posted January 27, 2011 Share Posted January 27, 2011 with regard to the boarding, yea i did indeed board the lunar.... i had a total boarding value of 13 and he had 18 (or 17 cant recall) i thought only the one beeing attacked added up his turrets though? Your boarding value is incorrect. You are mistaking boarding VALUE with boarding MODIFIERS. The boading value is used to determine the modifiers you get to the d6 roll. My mistake, it is just the one being boarded that gets turrets added in. 8 structure pointsroll of 4 on the d6 2 from his turrets 1 for the blast marker +1 for me beeing on special orders +1 for his boarding value beeing higher for a total of 17 while i had: 4 structure points roll of 6 on the d6 2+ for space marines 1+ for blast marker in contact for a total of 13 (unless im forgetting something) thats how we played it at any case... we dident roll for critical damage as the damage from boarding alone had turned me into a hulk. This is completely incorrect. You calculate up your boarding value and compare it to his. Whoever has the highest boarding value applies the appropriate modifier from the chart on page 34 to their d6 roll. Once you have the correct modifier, you can ignore the boarding value entirely. In your case this is how it works: lunar, 8 hits left + 2 turrets. Total boarding value: 10 SC, 4 hits left. Total boarding value: 4 His boarding value is higher, so he looks at the chart on page 34. Since it's 2x your boarding value, he gets +2 to his dice roll. Since you are also on special orders he gets another +1 to his dice roll. That gives him a total of d6+3 to get his score. Now you are marines so you get a natural +2 to the dice roll. That gives you a total of d6+2 to get your score. You both roll a d6. He gets a 4, so 4+3 means his score for the boarding action is 7. You roll a 6, so 6+2 means your score for the boarding action is 8. Since you beat him by one, he takes one point of damage and you look at the results table. Since the difference was only 1, it's a stalemate and you both roll a d6 to see if any criticals are scored on a 5+. You will also roll a second d6 for the point of damage as normal. i dont quite understand what you mean. i thought you added all the points together and then use that to determine the end result of the boarding? No, the stuff about hits and hits +turrets giving you a boarding value is only used to determine a modifier on the table. After that it means nothing to the boarding action. I've left the BM out of this for the time being since I don't know if you were physically touching it. If you weren't actually touching the BM, it would only affect him and not you for working out the modifiers on the boarding action. If that were the case, then your score would have been 9 to his 7 and you would have scored 2 points of damage. If you both were touching it, then there would have been no effect and you would have won the boarding action by one as explained above. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2635504 Share on other sites More sharing options...
Demoulius Posted January 27, 2011 Author Share Posted January 27, 2011 ok, so if i understand this right you DONT add the amount of points he has left, or his turret. you just use it to determine who has the HIGHEST boarding value. then the one who has the higher one gets a +1 modifier for that(or higher if double etc). after re-reading the entry its eh....clear to me how painfully wrong we were doing this :D mind you were all not masters in english or anything and were kinda strapped for time (had to leave within 30 minutes) so even after re-reading it i missed it -_- like with so many things youve helped point out Vaaish, it only helps us get to learn the game faster :P thanks for that. Link to comment https://bolterandchainsword.com/topic/218434-dems-blood-angel-bfg-blog/page/2/#findComment-2635532 Share on other sites More sharing options...
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