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OK PLayed my first game of Armageddon Epic last week. Thought I'd ruminate
a little on it.
First up, I liked both the original Epic (ie Adeptus Titanicus/Space
Marine/Codex Titanicus) and Epic40K for different reasons and missed 2nd
Edition completely as I never came into contact with it. THe original
was great for the smell of the oil, buckets of dice and big bold battles,
Epic40K was a nice solid tactical game, though a little short. So that
establishes some biases.
Epic:A seems to have pitched nicely in the middle - we are back to
datasheets with several stats allowing a bit more variation and fine tuned
units - OK Epic said this made little tactical difference but it felt
nice...and the demand was obviously there as ever more Epic40K units came
out with new special abilities to define such slight changes.
THe battle consisted of Me (Eldar) vs my opponent with Space Marines.
He had a devastators squad (4stands plus rhinos), 2 tac units (6-8 stands
plus rhinos), 4 Land Raiders and a set of assault marines.
I was facing them with 3 night spinners, a webway holding 8 aspects (4
banshees, 4 firedragons), a guardian host of guardians plus farseer and 3
support plus 3 d Cannons, a unit of 6 jetbikes and a unit of 3 jetbikes
and 3 Vypers and finally 4 rangers in a unit.
1500points each on a 6x4 table
We setup facing terrain down the midline of building and a hill of the
table edge plus each having a little terrain to protect the objective at
the baseline.
He had LRs on my left flank, tacs and devs in the centre and tacs plus
assault on my right near to the webway which was nearly on halfway.
I pretty much ignored my left flank, set up nightspinners central, with
the jetbikes nearby, the guardian host setup on the right of centre
with cannon to the rear. The right flank was covered by the bikes/vypers
with the webway ahead of them.
The rangers setup dead centre in buildings as a garrison.
All looked nice, in the first turn the marines crashed forwards with their
infantry, the nightspinners put 5 blast markers on the tac unit on my
right. Then I tried to put a bike unit in place to support the ranges who
started a firefight. End result rangers dead bike unit shortly thereafter
wiped out by devastator and tac marines. On the right the aspects howled
out of the webway and then backwards after a short firefight.
Turn 2 was short and bloody. My guardian host tried to hold the line
against most of a tac unit and a devastator unit. THe cannon took out
infantry in the open and a rhino or two breaking the devastator unit but
ultimately took so many blast markers they nearly broke and were faced
with a near intact tac unit. On the right side jetbike plus vypers put up
a massive amount of damage and routed the tac unit they faced. The assualt
troops however stayed their ground. THe bike left to grab the enemy
baseline objective. Night Spinner central was dropping blast markers like
confetti, hence why the marines had broken on the right. THey also took a
full alpha strike from 4 landraiders for the result of on eblast
marker...I feel I cannot rely on that happening in the future.
Turn 3 ended the game, the guardians died, the aspects ran away and the
night spinners were wiped out, leaving only few jetbikes holding one
objective.
I went away feeling that the game was too short for my tastes, though the
low points count and the small table size may have limited the options and
space for manoeuvre and made the fight last less time than it should, and
I'd like to play with around 2-3000 on an 8x4 to see how that played.
Im not sure I took the best troop selection to face Space Marines, but I
was using someoen else's models and everyone playing (the game had been
duplicated beforehand) was a novice. Looking later at the troops I think
some armour transports for the guardians would have been better, and I
think I should have chosen Hawks for my aspects. The webway probably was
an unecessary luxury.
Firefights are central do or die moments in this game. You must decide
when, where and how to enter close engagement and whether it is to be
true close combat or firefights. Eldar need to use mobilutry to win these
and I failed to do this with my jetbikes, who should have concentrated
themselves to support the Aspect assault then swung back to deal with the
centre. Its good to have such options in a game. Marines are a very
different army...I think I would have used the Land Raiders differently
had I controlled them - those lascannon are just too useful.
In all it seems to be an interesting compromise between 1st and 3rd
edition Epic. PLenty of stats in there to allow just those shades more
control....I could smell that oil again, yet wasnt bent and bowed over by
hundreds of dice rolls. Though for engagements....a piece of paper to note
the rolls is essential - do that and they trot along nicely.
I think I need more space and bigger guns.
Tim
--
When playing rugby, its not the winning that counts, but the taking apart
ICQ: 5178568
OK PLayed my first game of Armageddon Epic last week. Thought I'd ruminate
a little on it.
First up, I liked both the original Epic (ie Adeptus Titanicus/Space
Marine/Codex Titanicus) and Epic40K for different reasons and missed 2nd
Edition completely as I never came into contact with it. THe original
was great for the smell of the oil, buckets of dice and big bold battles,
Epic40K was a nice solid tactical game, though a little short. So that
establishes some biases.
Epic:A seems to have pitched nicely in the middle - we are back to
datasheets with several stats allowing a bit more variation and fine tuned
units - OK Epic said this made little tactical difference but it felt
nice...and the demand was obviously there as ever more Epic40K units came
out with new special abilities to define such slight changes.
THe battle consisted of Me (Eldar) vs my opponent with Space Marines.
He had a devastators squad (4stands plus rhinos), 2 tac units (6-8 stands
plus rhinos), 4 Land Raiders and a set of assault marines.
I was facing them with 3 night spinners, a webway holding 8 aspects (4
banshees, 4 firedragons), a guardian host of guardians plus farseer and 3
support plus 3 d Cannons, a unit of 6 jetbikes and a unit of 3 jetbikes
and 3 Vypers and finally 4 rangers in a unit.
1500points each on a 6x4 table
We setup facing terrain down the midline of building and a hill of the
table edge plus each having a little terrain to protect the objective at
the baseline.
He had LRs on my left flank, tacs and devs in the centre and tacs plus
assault on my right near to the webway which was nearly on halfway.
I pretty much ignored my left flank, set up nightspinners central, with
the jetbikes nearby, the guardian host setup on the right of centre
with cannon to the rear. The right flank was covered by the bikes/vypers
with the webway ahead of them.
The rangers setup dead centre in buildings as a garrison.
All looked nice, in the first turn the marines crashed forwards with their
infantry, the nightspinners put 5 blast markers on the tac unit on my
right. Then I tried to put a bike unit in place to support the ranges who
started a firefight. End result rangers dead bike unit shortly thereafter
wiped out by devastator and tac marines. On the right the aspects howled
out of the webway and then backwards after a short firefight.
Turn 2 was short and bloody. My guardian host tried to hold the line
against most of a tac unit and a devastator unit. THe cannon took out
infantry in the open and a rhino or two breaking the devastator unit but
ultimately took so many blast markers they nearly broke and were faced
with a near intact tac unit. On the right side jetbike plus vypers put up
a massive amount of damage and routed the tac unit they faced. The assualt
troops however stayed their ground. THe bike left to grab the enemy
baseline objective. Night Spinner central was dropping blast markers like
confetti, hence why the marines had broken on the right. THey also took a
full alpha strike from 4 landraiders for the result of on eblast
marker...I feel I cannot rely on that happening in the future.
Turn 3 ended the game, the guardians died, the aspects ran away and the
night spinners were wiped out, leaving only few jetbikes holding one
objective.
I went away feeling that the game was too short for my tastes, though the
low points count and the small table size may have limited the options and
space for manoeuvre and made the fight last less time than it should, and
I'd like to play with around 2-3000 on an 8x4 to see how that played.
Im not sure I took the best troop selection to face Space Marines, but I
was using someoen else's models and everyone playing (the game had been
duplicated beforehand) was a novice. Looking later at the troops I think
some armour transports for the guardians would have been better, and I
think I should have chosen Hawks for my aspects. The webway probably was
an unecessary luxury.
Firefights are central do or die moments in this game. You must decide
when, where and how to enter close engagement and whether it is to be
true close combat or firefights. Eldar need to use mobilutry to win these
and I failed to do this with my jetbikes, who should have concentrated
themselves to support the Aspect assault then swung back to deal with the
centre. Its good to have such options in a game. Marines are a very
different army...I think I would have used the Land Raiders differently
had I controlled them - those lascannon are just too useful.
In all it seems to be an interesting compromise between 1st and 3rd
edition Epic. PLenty of stats in there to allow just those shades more
control....I could smell that oil again, yet wasnt bent and bowed over by
hundreds of dice rolls. Though for engagements....a piece of paper to note
the rolls is essential - do that and they trot along nicely.
I think I need more space and bigger guns.
Tim
--
When playing rugby, its not the winning that counts, but the taking apart
ICQ: 5178568