Author Topic: Annual Megabattle thread of dooom.  (Read 62933 times)

the_trooper

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Re: Annual Megabattle thread of dooom.
« Reply #345 on: January 13, 2010, 10:00:24 PM »
The Hydra costs 200 points.  (Page 107 of Apocalypse base rules.)   80 points for something similar seems like quite a discount.

This has been changed with the new guard codex. Forgeworld updated their rules, reducing its cost to 75 points.

I thought that the Hydra and Valkyrie rules in the new IG codex were for non-Apocalypse games.  The models were just too cool to be restricted to Apokalypse only, so they created discount cost non-flyer rules for the models. 

The IG Codex Valkyrie is a skimmer, not a flyer, as there are no flyers in straight 40K.  Similarly, the IG codex Hydra is not long barreled and does not have an anti aircraft mount capability.  (It has benefits against skimmers and bikes, but there is no mention of flyers.)   When playing Apocalypse, one can play either version of either vehicle, but I thought one had to pay the extra cost for the extra capability if you want the Apocalypse versions of the vehicles capable of using the flyer rules.

Once the new guard codex came out, FW adjusted the point costs for all IG vehicles they have. In the IA with the Servants of Decay army list, there is a brand new index of IG vehicles for play, including Hydras with AA mounts for 75 points and Vendettas with the Flyer rule for 130 points.

I'm sure once Rich Borque or Mike Do has time, they can post the full title of the new book along with page numbers to settle this.

Ian Muligan is right.
 
Yeah, go look at FW's site, downloads section and the IA1 FAQ / Update.

Also, it's in White Dwarf explaining it too, one I did not pick up but have read through, feel free to look around.

the_trooper

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Re: Annual Megabattle thread of dooom.
« Reply #346 on: January 13, 2010, 10:01:23 PM »
As for the Hydra, the 75 point vs the 200 point seems to be just the AA capability, seems a lot for 125 points.

Perhaps.  I'm paying 258 points for my flyers though.  I think that is somewhat expensive too, for 10 10 10 hulls with 2 bright lance and 2 S-cannon.  Arguably, GW has the point cost in the flyer game high.  Still, I don't know that we should start discounting anti air while keeping the price of the flyers high.

I'd appreciate it if you stay close to the Hydra data sheet.  It is reasonable that you want to add living metal, gauss and BS4, but if you do so your price should be above 200 and your average number of hits comparable to the Hydra.

If you are putting down one such pylon, no big deal.  If you are thinking of building a whole bunch of them, that would be something else.

Sorry Bob, but guard players are within their right to take whichever variant they want as long as they let folks know about it before hand...

No, they must use the latest rules.  The latest rules update is that they have AA mounts and valks can use flier rules as well as hover modes.

the_trooper

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Re: Annual Megabattle thread of dooom.
« Reply #347 on: January 13, 2010, 10:02:11 PM »
Chase and crew.

There is correction in my force for the Mega Battle.

I will be playing 4k points of Thousand Son Marines for the Mega battle!

Praise be to the chaos gods!

F@** YEAH!

Chase

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Re: Annual Megabattle thread of dooom.
« Reply #348 on: January 13, 2010, 10:51:52 PM »
Yo what up B, Yeah I am definately bringing my ass down there for the megabattle.

-Dan Chase

PS... Bringing Chaos Daemons 3.5kpts  Maaaybe more

I need an email address.

And have Chris get in touch with us if he is planning to play also.
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Chase

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Re: Annual Megabattle thread of dooom.
« Reply #349 on: January 13, 2010, 10:52:32 PM »
If you are going to sign up via this message board, it is imperative that you email me or PM me your email address.
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Chase

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Re: Annual Megabattle thread of dooom.
« Reply #350 on: January 13, 2010, 11:32:10 PM »
There are currently 20 Order players signed up and 13 Disorder players (although I know of at least 4 more who plan to play but have not registered yet) signed up.

Tim Malley
Chris Desiata
Daivd Mace
Brandon Mace

If you guys are playing, sign up quickly.
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cryptoron

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Re: Annual Megabattle thread of dooom.
« Reply #351 on: January 14, 2010, 12:06:14 AM »
Quote
"Ian Muligan is right.
 
Yeah, go look at FW's site, downloads section and the IA1 FAQ / Update.

Also, it's in White Dwarf explaining it too, one I did not pick up but have read through, feel free to look around."


In that case I'll just stick to the 150 point version that I posted for the AA Obelisk.
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Logan007

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Re: Annual Megabattle thread of dooom.
« Reply #352 on: January 14, 2010, 01:03:14 AM »
Sounds great -- although I still feel that str 7 on those guns would be more than fair.

Achillius

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Re: Annual Megabattle thread of dooom.
« Reply #353 on: January 14, 2010, 08:05:55 AM »
I'm most interested in the math behind the scoring and how a player(s) / team would exploit the scoring method.

If it will not work or has glaring problems I would like to hear about it.  Please rip it apart.

Chase,
     Could you answer two questions for me.
1. What is the reasoning behind the top of each player turn? (I read this to be the start of side ones turn and then again at the start of Side twos turn) So two scoring sets per turn and nothing for the last.

2. If we have the tables set up in this thematic way, then turns will flow differently (faster/slower) on the tables. How is that going to affect the overall game I'm going to assume that one table could be on turn 5, 4 and 3 respectively by days end..

Thanks,
Alan
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General Leevous

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Re: Annual Megabattle thread of dooom.
« Reply #354 on: January 14, 2010, 11:59:39 AM »
I'm most interested in the math behind the scoring and how a player(s) / team would exploit the scoring method.

If it will not work or has glaring problems I would like to hear about it.  Please rip it apart.

Chase,
     Could you answer two questions for me.
1. What is the reasoning behind the top of each player turn? (I read this to be the start of side ones turn and then again at the start of Side twos turn) So two scoring sets per turn and nothing for the last.

2. If we have the tables set up in this thematic way, then turns will flow differently (faster/slower) on the tables. How is that going to affect the overall game I'm going to assume that one table could be on turn 5, 4 and 3 respectively by days end..

Thanks,
Alan

1. thats what he means by each player turn, each turn a player has. there will be 2 scoring turns per round.

2. if everybody takes their turns at the same time, the turns wont be out of whack. of course the 2 smaller tables will be done first, but theyll have to wait for the big table.
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Lady GaGa

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Re: Annual Megabattle thread of dooom.
« Reply #355 on: January 14, 2010, 12:11:37 PM »
Sorry Bob, but guard players are within their right to take whichever variant they want as long as they let folks know about it before hand...

Is something up Rick, you seem a little off.......
« Last Edit: January 14, 2010, 04:39:47 PM by Paws »

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jesterofthedark

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Re: Annual Megabattle thread of dooom.
« Reply #356 on: January 14, 2010, 12:23:31 PM »
The scoring is not for both teams everything player turn.  The Order side will gain points on thier turn based on the objectives they control at the begining of their turn, and the Disorder will follow suit.  I guess the idea is that it helps avoid the land grab, because both teams could realistically control the same objective and gain points for it in a single overall turn due to the fighting over it.  I think it would help avoid the whole flying something over an objective to grab it for points at the bottom of the turn.  


As far as each table going at their own pace, all the tables will be stopped at a set time to allow for the inter-table interaction.  Whatever those may be, not sure what they have planned other than maybe a space laser from the moon to the surface.  But, I know that the smaller tables will be worth less overall points to each side.  So, the bigger board will go slower but be worth more in the end.  I'm not sure if this will be accomplish by:

1) the smaller tables will have less objectives to score with, or each objective will just be worth less points on these tables.

2) the tables will be worth X amount of points in the end.  The winning team will be decided by the amount of objective points they score during that tables play.  So, if the moon was won by Order, say 15 points to Disorder's 10 point, that table would award the Order team 5 Victory points.  

I have no idea how scoring is going to happen as it stands though.  I just wanna smash stuff....

cryptoron

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Re: Annual Megabattle thread of dooom.
« Reply #357 on: January 14, 2010, 01:35:58 PM »
In the actual apocalypse rules the scoreing happens at the end of the game.  It seems needlessly complicated to score each round.  I know its cool to see a running score, but however you do it the team that has the turn just before scoring has an advantage (especially at the end of the game), and if you score after each teams turn on three different tables, at possibly three different time scales....youd need a couple of judges who do nothing all day except try to figure out scores.
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the_trooper

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Re: Annual Megabattle thread of dooom.
« Reply #358 on: January 14, 2010, 01:42:21 PM »
Sorry Bob, but guard players are within their right to take whichever variant they want as long as they let folks know about it before hand...

I something up Rick, you seem a little off.......

Aunt Flow is in town.

Logan007

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Re: Annual Megabattle thread of dooom.
« Reply #359 on: January 14, 2010, 02:01:29 PM »
In the actual apocalypse rules the scoreing happens at the end of the game.  It seems needlessly complicated to score each round.  I know its cool to see a running score, but however you do it the team that has the turn just before scoring has an advantage (especially at the end of the game), and if you score after each teams turn on three different tables, at possibly three different time scales....youd need a couple of judges who do nothing all day except try to figure out scores.

The thing about that way of scoring is that we dont' really know how many rounds each team is going to get (we'd just end at 8-9 pm or something).

Because of that, the team that goes 2nd has a huge advantage because then they can just deep strike/turbo boost and grab objectives at the end of the game while the team that went first really had no way of planning for that.