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Hi everyone. 
 

Just attempted to play the ‘Hell Forge’ narrative scenario out of the Compendium and feel like we’re missing something…!

 

5 turns to do 10 SP of damage, but it’s 15+ for 1 SP and 18+ for 2 SP and -2 to hit from beyond 12”. 
 

We played a few turns then realised that the damage output just wasn’t available, even if the Loyalist player ignored all Traitor titans and charged headlong into the thing waving chainfists around (not an easy task…). 
 

After we’d aborted the game we sat down and tried to work out what would work.

 

The loyalist player needs weapons of at least Strength 9, and has to roll 5+s to hit and then 6’s for Armour to do 1 SP (or 5’s with a Volcano cannon etc). We worked out that it’s basically Melta-cannons within half range that’s about the only thing that can reach the 2SP damage threshold, and they don’t roll enough dice to be consistently effective. 

 

Anyone else played this scenario? What are we missing? Or is it just load up with meltas and power fists and run across the board with everything hoping the enemy forget to fire at you….?

 

Cheers!

Ive not played that scenario myself (And dont have the compendium) but one of the custom scenarios i wrote had a very similar objective to destroy (No hit penalty but void shields) and most of the battlegroups found it very straightforward (unfortunately so) though they did have the advantage of knowing roughly what the scenario entailed ahead of time, well, they knew long rage firepower would be useful anyway :D 

Maybe thats the solution really, if you get a scenario you cant do with your list, reroll, and it sounds like you had nothing bigger than a reaver? 

Thanks for the reply!

 

Firstly, you’re right, we really should have just gone for a different scenario. Only just realised that the attacked should have had an additional 500 points, which is a significant oversight….

 

Having said that, it’s still quite a high Strength requirement on the weapons. Volcanos are a must, I guess. I was running a Mandatum, but highest strength I had was 9 on my Quake, 2 dice hitting on 5+, then having to roll 6s to do 1 SP.

 

Definitely a scenario you need to be set up for (and have read correctly…)

Warhound plasma goes to Str 10 before any trickery, too.

 

In general, missions that require a target to be destroyed *must* make it hard for the opponent or there is no game to be had. Easy targets get nuked from the other side of the table before defenders can properly engage the attackers. This type of scenario is of course a bit of a balancing act between the players, so that they don't go into it with a tailored mindset where one side brings only things that are meant to kill such targets while the other side relentlessly only goes for the throat by laser-focusing on the engines that can do anything for it (without discussing their lists and aims for the game first, after an agreement is reached it's all fair game). I'd say it's probably about right for a baseline toughness, it's certainly killable. Now knowing how hard it might be, another round of that scenario might produce a different outcome as you know what needs to be taken into account with your forces, strats and general setup. Not all forces are equally suited to all tasks.

Sound advice, thank you. 
 

I think I will certainly avoid ‘just turn up with what you’ve got and pick a scenario there and then’ in future, especially when dealing with narrative ones - they mostly have asymmetrical points (mostly…)

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