|
Post by adsvampire on Feb 20, 2007 16:41:49 GMT -5
I have a few questions regarding the Boldo comp system for the GT next month.
#16 No more than 1 flier.
-- If I read the rules correctly a unit of tomb king carrion (they are on 40x40 bases) counts each carrion as a flyer?
#17 No more than 2 units of the same name.
-- What does this mean??? I need an example.
#20 Have not doubled the maximum number of units in any of the last 10 questions.
-- Again, what???
For the penalized magical items, where is the LM nike shoes (Charm of the Jaguar or whatever), the WE Hail of Cheese, the WE Annoyance of Netlings, and the Skaven Storm Deamon. All 4 f those items are almost ubiquitous to their respective armies.
Also, please don't include any retarded scenarios that consist of each player rolling randomly to see if units arrive on the board and/or where each turn. That particular scenario (lost in the mists?) almost always goes to the player who happens to roll better for unit arrivals and has very little to do with actual playing skill. I've had the misfortune of playing it 3+ times in various tournaments and it has never been a pleasant game for myself or my opponent.
|
|
MajorSoB
Moderator
The oldest
THE GRUMPY OLD MAN!
Posts: 2,135
|
Post by MajorSoB on Feb 20, 2007 18:15:00 GMT -5
Not seeing the problem here.
Question 16 -If you have more than 1 unit of fliers then you do not get this point. I do not see it as being one base equals one flier, I see it as being the unit.
Question 17 -In simple english, "Did you duplicate units?" If you have more than two units of pikemen, or skeletons with light armor/hand weapon/shield, etc, you do not get this point.
Question 20 -I agree this could be worded better but what it seems to mean is "Have you doubled any of the previously restricted units" Example, taking 2 flier units is doubling the limit of one flier unit.
Please correct me if I have interpreted anything wrong here.
As for restricted items, take what you like but pay the penalty if you play them, period. If no penalty has been accessed to a particular item, then in the judge opinion it does not seem OTT and fair. Not too hard to figure out, IMO.
As for scenarios, welcome to wargaming. I would love to pick scenarios that favor my army and throw out the ones that I don't like too. Hell, why both rolling dice since most games in general come down to a good or bad dice roll right? IMO, a good player has both favorable and unfavorable rolls throughout a game or even a tournament, but it is the players skill that compensates for this and unlimately helps win or lose that game. While I have not played "Lost in the mist", I can see how frustrating it would be when your uber unit does not arrive until turn 4 or 5, but I cannot agree that it entirely bad. Victory points cannot be claimed for scoring that unit and in my experience having a large point unit alive and at full strength near the end of the game never seems to be a bad thing.
|
|
boldo
Moderator
The card carrying
Posts: 646
|
Post by boldo on Feb 20, 2007 18:35:18 GMT -5
Adam,
I am going to change the wording in the qualifications to be larger than 40mm bases so the carrion would be one unit. Other than this Doug is right the duplicate units work like he described so 2 units of skeletons with shield and light armor and one unit of skeleton with shield and spear are fine.
For question 10 if you have 4 units named and equiped the same then you would lose #16 as more than 2 and lose 20 as you doubled 16.
I think your suggests rock for magic items and I will add them all.
Boldo
|
|
|
Post by Norton on Feb 20, 2007 23:09:00 GMT -5
ADS - I believe Boldo has remove the "in the mists" scenario from ever coming back at one of our tournements and we have replaced it with a couple other ones that change deployment. One of which was played very successfully over the past weekend with no complaints at all. Namely as it still allows all units to start on the board, just varies "where" in your deployment zone they go.
|
|
|
Post by johnboo on Feb 21, 2007 7:01:58 GMT -5
. One of which was played very successfully over the past weekend with no complaints at all. Namely as it still allows all units to start on the board, just varies "where" in your deployment zone they go. Erm, maybe it was just Corey & I, but it took us so long to figure out WTF we were doing with setup that we were the last ones starting our game. Maybe we just read too much into it....
|
|
|
Post by adsvampire on Feb 21, 2007 11:51:24 GMT -5
I have questions regarding the "capture prisoner scenario?" (the one where your opponent placed 3 markers in 3 different opposing units and had to capture them)
How "big" should the markers be? Size does matter in this case particularly when the marker is dropped.
How does one "pick up" a marker? Do you need to just be able to touch the marker or do you need to touch the center of the marker (I vote for touching the relative "center")?
When you beat a unit containing a marker in CC and destroy/break them what happens to the marker? Does it drop in a random direction (and can you pick it up during pursuit if its in your path) or does an elligible unit of the winner's choice pick it up?
Can a unit "pick up" more than one marker in a turn?
Can a unit pick up opposing markers? i.e. my unit with an opposing marker is destroyed and reclaimed. I destroy the reclaiming unit in a subsequent turn ... can I pick up the marker if the unit is elligible to do so?
Can a unit intentionally drop a marker?
For the double up question how are my examples?
1. 2 units of ghouls, 2 units of skellies w/ shields, skellies with spears -- no penalties
2. 3 units of ghouls, 2 units of skellies w/ shields -- penalties for more than 2 units of the same name (ghouls)
For the restricted magical items list is its intention to restrict commonly seen items or overly good items (for their cost) or both? The warbanner is a commonly seen item yet I would not call it overly good.
Last, is there a chance we can see a general list of the scenarios?
|
|
MajorSoB
Moderator
The oldest
THE GRUMPY OLD MAN!
Posts: 2,135
|
Post by MajorSoB on Feb 21, 2007 12:18:32 GMT -5
. One of which was played very successfully over the past weekend with no complaints at all. Namely as it still allows all units to start on the board, just varies "where" in your deployment zone they go. Erm, maybe it was just Corey & I, but it took us so long to figure out WTF we were doing with setup that we were the last ones starting our game. Maybe we just read too much into it.... I enjoyed that particular scenario but I feel it could stand to be rewritten so that it is clearer.
|
|
|
Post by johnboo on Feb 21, 2007 12:31:49 GMT -5
Capture prisoner/objective/etc:
I'd say agree with your opponent on this one for measuring from the center. There was/is no hard & fast rules for building an objective and coins were used as objectives, also. It probably could be added to the scenario description.
I *think* there was instructions on what to do with a released objective, though my opponent and I didnt go by them (we forgot) -we just dropped them or handed them over.
I'd imagine one can pick up as many markers as a unit has movement, since there is no rule saying you cant.
I'd say a unit cannot drop a marker any more than a unit can stop carrying a captured banner or any other equipment for that matter. It is assigned to them.
Your doubling up examples are correct AFAIK, though I believe you can take 3 units of skellies if one is equipped differently (1 spears, 2 HW/SH) and not get dinged.
|
|
|
Post by Norton on Feb 21, 2007 21:15:25 GMT -5
I helped Boldo clarify that mission originally. It yet needs to be re-written though. Here is a better clarification. Boldo, correct me if i am wrong on any given point.
The markers are indicators only and have no play size. You may want to make them pretty to help your painting scores etc but most commonly we simply used coins or shiny baubles. To clarify again, they're just placed next to the unit or on it's movement tray to clearly define which unit has it, it's not an actual model.
It is captured in combat the same as an enemy standard. Period.
If the unit is shot/magic'd down to less then unit size 5, then it is "dropped", roll the scatter dice and put it 1'' away from the unit in that direction. The unit carrying an objective is also immune to panic as stated.
Once dropped, it may be picked up at the end of any movement that leaves a unit of US5+ in base contact with it. Place the objective at the back of the unit again to signify possession.
|
|
boldo
Moderator
The card carrying
Posts: 646
|
Post by boldo on Feb 21, 2007 21:21:08 GMT -5
I have made some changes to the rules to reflect what people have mentioned. I have not gone over the empire or Orc and Goblin book carefully so if there is something broken in these please let me know. You can check out the rule changes at www.boldo.com/miniatures/daboyzgt2.htmlBoldo
|
|
|
Post by adsvampire on Feb 22, 2007 10:13:27 GMT -5
Are DoW giants allowed?
|
|
boldo
Moderator
The card carrying
Posts: 646
|
Post by boldo on Feb 23, 2007 0:12:05 GMT -5
Yes I did allow dow units as long as they are not regiments of renowns.
Boldo
|
|