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megageddon event with 10 players on 3 xta large tables.

 Post subject: megageddon event with 10 players on 3 xta large tables.
PostPosted: Mon Nov 04, 2019 8:40 am 
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On Nov 2nd we played a massive (for our meagre club) meggageddon epic armageddon game. We paired up and with people cancelling out 2 players brought 2 armies to play.

I played Iyanden paired up with Sian-Hann. the Ork player had Gargants and Warhorde, the first imperial player had AMTL and Knights Crusade army, 2 Chaos players had Emperors Children, and Black Legion, and we had them facing off against Knights and Mechanicus Skitarri (I think), my opponents directly opposite us were a Vanilla Marine Army and a AMTL list. We beat our opponents by 6 points, but it was close. The mission did not use DTF, ATSNP , T&H, andf Blitz. It still had BTS, but we had each row of objectives being 1 point more than the previous.. Points were scored each turn.

Photos were few and far between, but at least I took some.

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 Post subject: Re: megageddon event with 10 players on 3 xta large tables.
PostPosted: Mon Nov 04, 2019 2:52 pm 
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Wow ! Simply magnificent.

The seventh pic down really needs a Crocodile Dundee style comment "...now THAT'S a spaceship !!"

Shame if there aren't any other pics because this looks like a game to remember.


Phil


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 Post subject: Re: megageddon event with 10 players on 3 xta large tables.
PostPosted: Wed Nov 06, 2019 3:06 am 
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There are some more pictures and discussion up here: https://chris262hobby.blogspot.com/2019/11/cod-november-19-game-day-megageddon.html
And the players' pack: https://drive.google.com/file/d/1J1WNzOLpN4Ce7kEg56DfskrP1AEHhRyN/view

As Deb's Saim-Hann partner, I found the format really interesting. The games were a little too long to do this regularly (2v2 involves a lot of waiting around), but the scenario was a refreshing variation on the standard tournament scenario.

The first thing to note was that scoring was cumulative, with points gained for each objective held at the end of each turn. I don't think that any of us really played to this as much as we could have, preferring to instead charge forward and kill things. Still, it gave the more mobile Eldar something of an advantage (particularly over the titans): by moving forward agressively, we held 2/3 of the table at the end of the turn 1 and only slowly lost ground as the more-resilient imperial side pushed forward. I'd be interested in playing more games using this scoring format to see how it plays out, particularly once players have managed to internalise the importance of moving up and taking ground as quickly as possible.

The second thing that I really noticed the effect of was the different table size. We played on 1500x2100mm tables, rather than the standard 1200x1800. With each player deploying in half of their long table edge (15cm deep as per normal), this meant that the game began with opposing players separated by 120cm rather than the usual 90cm. This makes a massive difference to the flow of the game: for example, as Saim-Hann I'm used to getting plenty of Turn 1 shooting with 70cm double moves (2x 35cm) and a shooting range of 45cm. If the opponent is moving forwards at the same time I am, I can normally pull off a few move-shoot-move actions to leave my Falcons and Hornets positioned for turn 2 actions. This works well with an initial 90cm separation, but doesn't work at all from 120cm: the distances are just too great. Facing off against Quake Cannon titans, this meant that I spent the whole Turn 1 moving forwards while being shot at - I think the only shooting I managed was from garrisoning Hornets, and a few ineffective Fire Prism plinks. I was still able to set up a supported engage for my first actions of turn 2, but it required a March to get anywhere close (rather than a double) and was less supported than I'd have liked.

I was genuinely shocked by how different the game felt as a result of a simple change of +30cm to starting separation, and really enjoyed having to rethink my usual approaches as a result. I realise that standard tables are a standard size for a reason, but this game really got me thinking about the importance of deployment separation and table size in 'normal' games of EA. Eg, what if a tournament was played over multiple tables with the same area but different aspect ratios? Some with the standard 1.8x1.2m, some square tables with 1.5x1.5m, some wide-but-shallow 2.2x1m table, some played deploying 20 or 25cm deep from the short edges of a standard table?.. Of course, in the real world not all of these sizes are readily available in MDF or game mats so the idea isn't entirely practical. I'm sure it would have major implications for inter-army balance. But as someone used to playing out a game within certain and predictable range bands, I'd appreciate having to think a little more carefully about the different ways to engage mobile or static opponents starting from different opening separations.


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 Post subject: Re: megageddon event with 10 players on 3 xta large tables.
PostPosted: Wed Nov 06, 2019 3:22 am 
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So I was there on the day playing my Krieg loaning out the imperial knights to a friend who was playing his 2nd game ever using the 30k supplement list for knights (because Porphryion knights are awesome models)

As said above, the scoring was a unique way of playing. It really forced us to move forward and keep contesting turn after turn to keep accumulating points which meant rather than a dash to the objectives at the end of turn 3 we had a lot of engagements as we fought to at least contest the center and beyond objectives.

It was an awesome event, glad to have been a part of it! (even if we got our imperial butts handed to us on a chaos platter)

A pic of us deploying for a different view of the battlefield we played on:
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