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Post by Precinct Omega on Jan 9, 2017 15:04:15 GMT
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Post by kandinsky60 on Jan 15, 2017 20:23:21 GMT
Another excellent project sit on my bookshelf next to Horizon Wars! Can't wait to take these for a spin. I downloaded the Bio-War pdf, but this feels a lot more "fleshed out". Once again, the fantastic background material leaves me aching with laughter and chilled to the core in equal measure. Just brilliant! I'm interested in combined arms forces taking on these monstrous hordes. How do you calculate the momentum for a combined arms battlegroup in a monsters vs. humans scenario as the game goes on? Do they generate their own mission & purpose as they usually would?
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Post by Precinct Omega on Jan 16, 2017 10:50:05 GMT
That is definitely one of those areas where I just don't know, yet. I think, for now, the easiest solution is for combined arms forces to have Momentum equal to their FP and for their objective simply to be to kill the monsters. Once Ragnarok is finished, I'll need to decide whether the rules for combining the two should be written directly into Ragnarok - either as box-outs or as an appendix - or published separately as a supplement.
I'd like there to be a separate pair of mission tables for the Action/Purpose of Horizon Wars forces taking on Rangarok forces, simply because when you're up against monsters, the priorties become very different. So they may have missions that are more cinematic, like "Rescue", "Evacuate", "Hold the Line" or "Save the City".
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Post by gianfranco on Jan 29, 2017 22:12:50 GMT
My first Ragnarok games, here the Army list: Monster ("Unholy Host") Army list for my first Ragnarok game: 1 gigamonster P6 (Tarantula); 1 gigamonster P5 (Therion); 1 megamonster P4 (Sphaira); 1 megamonster P4 (Dominatrix) and 4 P1 Monsters (Phobos, Deimos, Tartaros and Ades). A "carny" Army , primal urge "Kill" ; primal need "Dominate". All monsters are "Rapid" and "Slasher". Each monster has 1-2 upgrades (regenerate, hardware to kil, and the P1 Monsters are tunnellers. Monsters Army opponents: Ecclesiarchy Legio Titanica (Legio Titanica Cybernetica ecclesiastica maxima): 1 P6 Mech (Fortunata Imperatrix), CHQ with Adeptus Mechanicus Tech Priest (Weird Horizons Dark Priest) and chain of command; 1 P4 Mech (Felix Imperator); 2 P3 Mech ( Articulo Mortis & Astra Casta); 3 legio cibernetica robots counting as heavy infantry). Each Mech has 1-2 upgrades (Ace, improved targeting) i used 6mm scale, to compensate for the small table, I used cm instead of inches. Booth forces have FP=22, and Imperium Army has FC=22. I'don't know ho calculate Monster Army FC
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Post by gianfranco on Jan 29, 2017 22:47:45 GMT
Another problem is Momentum/ Rage. For the Imperium I decided that momentum = FP, calculated at each turn end. Rage was calculated as written in the rules, but I decided to diminuish it when monsters are killed. A question, when a tunneller emerge directly in contact with an enemy element, this element can react shooting ? I decided no, to balance the Imperium firepower. And actually the only damage the Imperium suffered were caused by tunnellers (but no Imperial elementi was lost)
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Post by gianfranco on Jan 29, 2017 23:02:55 GMT
The game was funny , but one sided, Imperial firepwer was devastating: only the P6 monster succeeded (badly damaged) to enter in contact with an Imperial robot but without destroying it ! And the burn out rule inflicted more damage to the monsters
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Post by Precinct Omega on Jan 30, 2017 9:17:52 GMT
Monster FC is the same as its FP as there's no modification for conventional elements. It's like you're running an "all mech" force.
From the photos you posted on FB, was there any terrain at all to provide the monsters with cover? Monsters obviously suffer in the face of superior firepower because for the most part they just can't shoot stuff. But they benefit from much better cover rules (any obstruction provides cover - they don't have to be in contact with the terrain), which should reduce the effectiveness of shooting.
Did you use the Dark Priest's summoning ability? How did that pan out?
R.
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Post by gianfranco on Jan 30, 2017 13:47:57 GMT
The terrain was 2D, but there were three cover levels, +1; +3; +6 (there were green, Yellow and red lines on the map to identify cover). But all Titans had some shooting upgrade, so monsters had great problems to enter in combat with the enemy. To balance the game I suggest using very big buildings (to negate completely LOS), to use ambush and design special scenarios for this type of games The technomagos (dark priest) performed vera well, summoning a mech !
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Post by Precinct Omega on Jan 30, 2017 15:39:27 GMT
I guess the other thing is picking your monsters. Two gigamonsters and two megamonsters is a lot of monster in just four minis, so no wonder the burnout was taking its toll. If you switched out the megamonsters for 4 P2s you'd only be taking 2 burnout damage per turn and create a more target-rich environment to overwhelm the mechanized force. P1 and P2 monsters that get in close to perform destroy actions are not to be sniffed at and could overwhelm even a P6 mech in a single turn.
R.
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Post by gianfranco on Feb 1, 2017 10:01:50 GMT
Oh yes, this is a good alternative Army list. In my HW & Ragnarok games however I and my opponent (my son) give more relevance to amusement than to tactics. So our Army lists are funny and very characterized. For Example I chose the Titan Legion detachment with robots thinking to "Epic" background, and my son choice of his monsters was dictated by Warmachine pieces availability (we have a lost of Epic Tyranids, but my son wanted a Warmachine base Army !) Great Great fun however, HW / Ragnarok is a very entertaining game !
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Post by Precinct Omega on Feb 4, 2017 14:07:10 GMT
Excellent.
Yes, I try to work with what I think of as "reward" principles. Rather than force players to build a particular sort of army (one big monster and a bunch of little ones, which is technically what the game is built around), I'd rather give them freedom to build whatever army they want, but with the understanding that it might not be optimally effective.
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