Post by wstevens on Aug 20, 2008 22:45:55 GMT
Yes - a very successful try-out that was thoroughly enjoyed by all involved, it seems. Nice to see Chris there and a big thanks to Jon for the army loans and participation. Well battled James although a disatrous last round! Terror and animosity!!!
A few tweaks - one which I overlooked was the necessity for a unit to be a least unit strength five to carry it. Well done Chris!
So here if a unit becomes less than five then each model will take a strength four hit (no armour saves) as they cannot hold the rock up anymore. A panic test will ensue for survivors.
The Chaos Spawn didn't make an appearance and I am looking to change a couple of things here to allow a few of them to show at least. The effect of the stone could carry a radial effect onto nearby units - one that Carl mentioned although it would have to be worked first. Dropping the D6 count to 2 rather than 3. Although as CS has 3 wounds normally I thought that 3 wounds would fit better. Chris was exceptionally lucky on his Waaaugh lodestone rolls! Only having his giant run off after taking two wounds, double rolling for the potholes, and only taking two wounds for chaos Spawn - bad ju-ju!!! Although his luck did run out when it became a little too heavy for him and promptly squashed all but one Night goblin!
The rule for the mountain range will have to be a little clearer especially for movement. Those on Mountain ranges do not have any encumberence or minus movement as they are used to it. Lowland goblins (all green guys) do as for difficult terrain. However, fanatics will be destroyed if they hit a mountain side.
If any of the players have any other tweaky ideas please feel free to add your two pennies worth.
Thanks to everybody that played - it was really cool and enjoyable to watch (control??)
A few tweaks - one which I overlooked was the necessity for a unit to be a least unit strength five to carry it. Well done Chris!
So here if a unit becomes less than five then each model will take a strength four hit (no armour saves) as they cannot hold the rock up anymore. A panic test will ensue for survivors.
The Chaos Spawn didn't make an appearance and I am looking to change a couple of things here to allow a few of them to show at least. The effect of the stone could carry a radial effect onto nearby units - one that Carl mentioned although it would have to be worked first. Dropping the D6 count to 2 rather than 3. Although as CS has 3 wounds normally I thought that 3 wounds would fit better. Chris was exceptionally lucky on his Waaaugh lodestone rolls! Only having his giant run off after taking two wounds, double rolling for the potholes, and only taking two wounds for chaos Spawn - bad ju-ju!!! Although his luck did run out when it became a little too heavy for him and promptly squashed all but one Night goblin!
The rule for the mountain range will have to be a little clearer especially for movement. Those on Mountain ranges do not have any encumberence or minus movement as they are used to it. Lowland goblins (all green guys) do as for difficult terrain. However, fanatics will be destroyed if they hit a mountain side.
If any of the players have any other tweaky ideas please feel free to add your two pennies worth.
Thanks to everybody that played - it was really cool and enjoyable to watch (control??)