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September 09, 2010, 07:18:08 AM
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| News: Sgt. Schultz the Zombie pinger says - "Gehirnewurst sind gute Nahrung!!!!!" |
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| 1 | General Category / INCURSION / Re: [RULES] Entering the board, "Sir, Yes Sir", Playing cards, "Recon", Leap | on: Today at 06:57:49 AM |
| Started by emvee | Last post by robertsjf | ||
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1) Takes 1 ap to move on and yes, it does take an ap to move off the board (2 ap by your calculations) 2) Leftover from playtesting is my understanding 3) Every 1 cp gives you 2 cp to spend as you see fit (move backwards once, throw grenade once, shoot twice, etc...) 4) Most of your cards can only be played during your turn. Only cards that are marked as able to be played at some other time can be played at that time as listed on the card 5) As long as you have the AP, you can leap as far as you need to. Remember, you can't use CP for a leap. So, based on your example if you had 4 ap you could leap over 3 models. |
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| 2 | General Category / Avatars of War / Re: Faust's Dogs of War | on: Today at 02:47:48 AM |
| Started by MR Castle | Last post by daemonkin | ||
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This is an inspirational log Mr C! So much so that I just plumped down £50+ on AT-43 stuff to use as mechs in my German platoon. A more detailed paint process would be much appreciated. D. |
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| 3 | General Category / Forum Technical Issues / Re: test thread for forum issues | on: Today at 02:19:29 AM |
| Started by Ostmann | Last post by Ostmann | ||
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Its backup again ISP issue I think |
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| 4 | General Category / INCURSION / [RULES] Entering the board, "Sir, Yes Sir", Playing cards, "Recon", Leap | on: Today at 02:14:20 AM |
| Started by emvee | Last post by emvee | ||
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Just few questions.. 1. I'm confused about entering the board. This is the way we do it: during deployment phase, we place models next to ENTRY points. Models are outside the board. Upon model activation we pay 1AP to move model into the board on its entry point. Is this the right way? Does it work the same way when exiting the board? If you want to exit the board and you stand on a square right before EXIT point, do you have to pay 2AP to exit the board (1AP: move to exit point, 1AP: exit the board)? 2. What's the purpose of 2nd german entry point in first mission? There are two german entry points, one is above the other. The upper point is surrounded by walls and if you want to move from it, you can only move to second entry point. So is there any reason why to use upper entry point? 3. I'm not sure about the meaning of Sir, Yes Sir battlecard. It says something like this: "upon every CP spent on action, it may take 2CP worth of action". Does it mean that when I use 1CP on affected model, I may execute actions worth 2AP like throwing grenade, walking backwards? Does it also mean that for 1CP I may execute two actions worth of 1AP like shooting or turning? 4. Can I play battlecards at any time (during opponent's turn), or are there any limitations? 5. Is there some range limit for Leap ability? Can I leap over 3 models if I have at least 4AP left? Thanks for any help.. |
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| 5 | General Category / Battle Reports / BoB Grenadiers V Soviet Mechovaya Platoon (All Out Push!) 50rp | on: Today at 01:52:26 AM |
| Started by CypherWest | Last post by CypherWest | ||
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Managing to lure two of my more gullible coworkers to my house with the promise of Secrets of the Third Reich and candy the three of us settled into an evening of miniature wargaming in the Gotterdammerung. The mission was All Out Push! Form Doomsday, the forces a Berlin or Bust Waffen-SS Grendaier platoon defending itself from the onslaught of a Soviet Mechovaya platoon. A renewed Soviet Summer offense in the Balkans has broken through German lines and it is up to a hastily gathered kampfgruppe of second tier Estonian troops from the 20. Waffen-SS Grenadier Division to delay the vanguard of the 3rd Shock Army, a newly formed cavalry division equipped with mecha reverse engineered from captured German equipment. It will be up to an untested platoon of the 13th Cavalry Division to sound the deathknell of the stubborn defenders once and for all. German Grenadiers 50rp Veteran, SS -Command Squad -Grenadier Squad A, 2 LMG teams, panzerfaust -Grenadier Squad B, 1 LMG team, panzerfaust -Aufklarer Squad, panzerfaust -Jaegerhund Werewolf Pack -Zombie Horde (20 zombies) -Medium Mecha, Medium Armor, Medium AT Gun, Improved Sights ![]() Soviet Mechovaya 50rp Green -Command Mecha, Large Mecha, Medium Armor, Very Heavy AT Gun, Medium Rocket Pod -Mechodeseantniki Half-team -Scout Squadron, 2 Small Mecha, Light Armor, Dushka's Big Brother, Light Rocket Pod, Assault Rifle Pod -Mechodeseantniki Full-team, RPG -Heavy Mecha, Large Mecha, Medium Armor, Medium AT Gun, Medium Rocket Pod -Mechodeseantniki Full-team ![]() The battlefield as seen by aerial Reconnaisance (by which I mean the kitchen) ![]() Setup The Germans set up in a manner where they were able to cover a broad front. Their single Mech was positioned in front of the shipping crates where the building would offer some protection. Their zombie horde was placed in front of the rest of their forces in the center of the main corridor towards the middlw of the table. ![]() The Soviets set up using the wooded areas as cover. The Command Mech and the Heavy Mech was set up in a way where they had a long line of sight to the middle and the their left side of the battlefield while the Scout Mechs were set up on the opposite side to provide covering fire with a clear view of the zombies and the middle of the board. ![]() After set up was complete the Aufklarer squad moved out from behind the stone wall near the building in hopes of being able to move up closer to the Soviet position and take a look. ![]() Turn 1 The Initiative went to the Soviet player, who activates the Heavy Mecha who immediatly takes aim at the German scouts as the last of them finishes climbing over the wall. With a shriek the first of the rockets soar into their position leaving only craters where the scouts used to be killing all of them. First blood had been drawn early and across the battlefield the sound of gunfire erupts from a Grenadier Squad as they see movement in the woods. Three members of Mechodeseantniki squad are killed and one is wounded s they attempted to adjust their position. The Soviet command Mecha turns to face the direction where the fire came from and lets loose a blast into the Zombies deanimating four of them. ![]() The crew of German Mech spot a group of Soviets and opens fire but the shell travels over their heads and nearly collides with a light mech behind the squad. After a close call the pilot of the light mech opens fire into the zombies with his Dushka's Big Brother hoping to thin out the horde some. The shot lands in their midst and two zombies are blown apart. ![]() The Grenadier squad armed with the two MG42s open fire into the closest Mechdeseant squad nearly wiping it out. ![]() The other Soviet light mech opens fire into the Grenadier squad located near the building. The shell ricochets off the wall and kills three. The werewolf 'Wolfgang' runs into the rubble and stops near the shipping container. The Mecho squad immediatly opens fire on 'Wolfgang's' location but none of the shots slows him down. ![]() The Zombie Horde shambles forward, their numbers severly depleted with just eight zombies remaining. The lone sergeant left standing from the mecho squad hiding in the woods opens fire with his assault rifle into the zombies knocking one down. The German command squad moves forward out of the woods and opens fire into the mecho squad wounding the sergeant. ![]() ![]() Turn 2 The Soviets once again gain the initiative. and the Command Mecha opens fire at the zombies. A massive explosion takes out the rest of the zombies and kills a werewolf that had broken into a sprint and was currently amongst their ranks. The Grenadier squad near the builind opened fire on the Mecho squad assigned to protect the light mechs and kills the last three members of the squad. The Russian Heavy Mech opens fire on the Grenadier squad but the shell sails far wide and misses its mark. The other Grenadier squad moves forward firing at the Mecho squad in the woods but none of the shots find their mark. A light mech fires its Dushka's Big Brother into the Grenadier squad and kills two and wounds two. ![]() The German mech crew seeing the carnage wrought by the light mech fires into it. The shell penetrates the Body of the light mech killing the pilot. ![]() ![]() The Mecho squad sees the werewolf 'Janus' who had been hiding in the building and opened fire on him downing him just behind a stone wall. ![]() ![]() Turn 3 The Germans get the Initiative, Janus expires from his wounds thanks to a really unlucky roll and it looks like the Germans could actually pull this thing out despite some very heavy casualties in the first turn. The players decided this turn would be the last since it was getting late. A Grenadier squad opens fire into the woods but miss again, the last two members of the Mecho squad are making the Germans work for it. The remaining light mech shoots into the Grenadier squad operating the two LMGs and knock out a LMG team. ![]() The German mech opens up on the remaining light mech which like the first time results in a body shot killing the pilot. The Soviet heavy mech opens fire on the survivors of the Grenadier squad near the building but the shot misses badly. The German command squad opens fire at the two wounded models at the edge of the woods but the two are dug in to deep and the shots can't find a target. Aftermath The game was called since we were playing after work and it was getting late. Soviets ended up with 2 Victory Points. They didn't move the entire game unless it was to take cover. The Soviet player was Green just like the Platoon he commanded, it was his first game, and he thought he could just sit in place and wipe out the Germans before moving forward. I suspect that if the game had continued he was going to start moving his mechs up as quickly as possible. The Germans ended up with 17 victory points, they held onto all three objectives but they took a terrible beating. The German player who has played about four games has only played Germans and he stated that he didn't think he could hold if the game had gone on any longer. End result; Good times had by all. Also I recognize that I am really lazy about painting so sorry for the eyesore cybermen everywhere. I'm working on it. |
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| 6 | General Category / Forum Technical Issues / Re: test thread for forum issues | on: Today at 01:50:33 AM |
| Started by Ostmann | Last post by CypherWest | ||
| test | ||
| 7 | General Category / Avatars of War / Re: Panzer poses | on: September 08, 2010, 12:41:24 PM |
| Started by Erwin Rommel | Last post by Gen. Loki | ||
| What do you mean? Are you talking about the tank, or the walker? And besides, you can't really "pose" the panzer (either of them). If you ARE talking about the tank, just don't glue in the turret. | ||
| 8 | General Category / Avatars of War / Panzer poses | on: September 08, 2010, 12:28:32 PM |
| Started by Erwin Rommel | Last post by Erwin Rommel | ||
| Before I acquire a 'Panzer' (not tiger), can I ask for advice on how it can be posed? I cant say I am a huge fan of the very 'dynamic' poses you generally see - it doesn't really convey the weight and power. | ||
| 9 | General Category / Orders of battle / Re: Brand new to the Reich | on: September 08, 2010, 09:10:44 AM |
| Started by Erwin Rommel | Last post by Ostmann | ||
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Hi I see your in the UK, which part of the country, Westwind attend various events all over the country and we have one this weekend in Newbury (colours at Newbury race course in Berkshire) If your near come along and we can run you through a game show you some painted models etc, and you'll get to meet Andy and Wendy from Westwind Al |
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| 10 | General Category / Orders of battle / Re: Brand new to the Reich | on: September 08, 2010, 09:03:33 AM |
| Started by Erwin Rommel | Last post by Erwin Rommel | ||
| Weird is good, but for some reason I have always imagined the Nazi's (being Germans, and hence v. organised) would have had an 'occult division' for superweapons (werewolves, undead) - however for the Wehrmacht roll on the bipedal panzers! Rulebook, incidentally, is in the mail. | ||