Specialist Arms Forum
Battlefleet Gothic => [BFG] Discussion => Topic started by: RaptorEvolved on December 18, 2016, 08:08:50 AM
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Hey there folks I know it's been awhile since the last post but bear with me. After a lot of feedback from old players and new players at least years tournament alot of changes have been made to this years wit ha focus on time and doing away with allied fleet contingent.first some details as follows:
03/26/17
Battlefleet Gothic Tournament
Day: Sunday | Start Time: 8:00 AM | End Time: 4:00 PM | Category: Battlefleet Gothic | Event Type: Tournament | Age Requirements: Mature (16+) | Experience Required: Some | Location: Utopia | Remaining Capacity: 6 | Cost: 15
So space is filling up fast we started with 20 slots open!
Ok these are the following changes so far, please feel free to chime in to anything you might change and also to try the scenario out as well
1. Updating the scoring system I'll upload the rule set below for review
2. were doing away with extras grab points in the tourney as it ended up being to one sided
3. i'M GOING TO KEEP THE RINGER fleet simple
4.last years paint scoring rules were based of player choices limited to 4 basic question not taking into account IE. people who didn't finish painting their models should get an equal score as those who convert their ships, paint with shades and highlights, and so on.
5.This was a big one-The Allied chart wanted to be updated to reflect changes in the current 40k rule-set the other half to get ride of it altogether(at 1750 point with a 2hrs limit it was hard for player to even finish anything past round 2. -I'm doing away this year with the allied chart and keeping the tournament at 1500pts also added 30mins to each round giving player 2.5 hr per round :)
6. the theme for the scenarios revolves around there being environmental effects and symmetrical objectives take a look at the scenario packets below if you wanna try them- but I'm thinking of modifying them to reflect the following
1. Cruiser Clash (with asteroids!)
2. Breakthrough (get ships off the opponent's board edge)
3. Board the hulk (make sure EACH PLAYER can achieve it ;))
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Sent you updates, champ.
Otherwise, you da bomb!
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33 downloads and no replies lol ;)
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I'll be joining you guys this year. Ill bring my nids for some variety. I'll give the rules a good look over when I get home.
Edit after reading rules:
I think the rules look good. Did you remove the 'only 1 of each' limit on Tyranid biomorphs?
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Would the Tyranid Vanguard list be usable, even though you can't field a cruiser or battleship class ship?
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Looking over the missions, and all three have a secondary objective using the Allied Fleets.
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Yes indeedy, they were written before the current changes.
I've since modified them to reflect the current list creation rules:
- 1500 points
- One fleet list
Raptor hasn't yet gotten around to updating stuff, he's got busy life things happening.
The Tyranid refits/biomorphs are not allowed at all as far as I can tell, per the 2010 FAQ.
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The 2010 FAQ allows biomorphs. Gives specific restrictions and clarifications on how many of each each ship can have. But I remembered in the 2016 Adepticon rules, they were restricted to only 1 of each kind, up to the maximum allowed by ship class. IE, Hive ship can have 3 biomorphd, and can have up to 4 extra hit points, 2 extra spores, and one other, but in the Ad. Tourney could only have 1 extra hit point, 1 extra shield, and 1 other. I was just wondering if this was still the case, as I didn't see the same specific restriction.
Otherwise, I really like the missions. They're simple, but look really fun. The third one looks to be a serious challenge for my fleet, but that's part of why it looks like fun. I look forward to them.
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Ahh, I see what you're saying now. Yep, looks like just the standard limit on biomorphs then. Also, since you are required to take a CC or BB, you can't use a list that doesn't have any of those.
I wanted the scenarios to work a little easier to reduce congestion on play, and make it more about the gameplay than the mission. Hopefully you guys enjoy them this year! Sadly I will not be playing for once, I'm doing the 40k TT this year.
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Excellent. Time to build a my fleet list!
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Looking forward to running my IN fleet again this year!
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I'll get my thoughts on the scenarios re-typed up later (I wrote them all out and then my login timed out and deleted it when I tried to post), but a few general questions:
- what's the thought behind the requirement that the fleets must contain at least one Cruiser/Battleship?
- I've got a wonderful, fun, and oh-so-orky Space Hulk scratchbuild. Unfortunately, due to its...*ahem*...girth it is mounted on a CD rather than a 60mm flying base. Is that going to make it problematic/illegal to use?
Currently unsure which fleet I'll be bringing, considering between Orks, Demiurge, and Dark Eldar.
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There's points in keeping capital ships alive for one of the scenarios.
As well, it's to prevent things like all-escort Eldar fleets, for example.
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I have some revisions to the scenarios for the Sierra so I'll upload them by later tonight as for the space Hulk I don't see any big problem with it as long as you're using the movement rules for the appropriate base type so stay tuned I have the complete scenario package for this year's tournament uploaded so you guys can practice before the tournament
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It looks like the old missions are still the ones linked in the first post?
Thoughts on them (as they are, maybe some of this changed in the revisions)
Mission 1
- This seems silly, fun, and like it will dramatically favor high Ld and more maneuverable fleets (and Eldar!).
- Question: how are fleets without the traditional 1 commander upgrade handled? That's at least Tyranids, Orks, and Demiurge. Maybe Chaos as well (I think I remember them being able to get multiple warlords).
- Question 2: to survive an impact do you need to survive the marker touching your ship's base, or an actual impact (aka failing the Ld check to avoid)?
Mission 2
- Poor Orks aren't going to be passing many command checks for special orders this game. I hope the anomaly isn't going to be very centrally placed.
Mission 3
- This mission seems to very explicitly tell Ork players not to take any Roks or Hulks (they count as defenses, and they move more slowly than the star pulls them in. They'll need to be VERY lucky to avoid getting destroyed by the star). I'll still probably take some because I love the models, but I'll just assume I'm going to lose this game very badly. Thematically they've got so much more mass and so many more engines than a normal ship that it'd seem reasonable to have them dragged more slowly.
- It'd be fun/thematic if there were a tablewide gravity well type 45 degree turn available toward the star.
- Question 1: what exactly does this wording mean?
"...they will blow up for half hP (Hulks/Blackstones/Kroot Warspheres/Roks) explode for half." Is that like the Catastrophic damage table explosion (the "half" being the number of lance shots they send out? Same number of cm?). Why are hulks etc called out when the effect seems the same?
- Question 2: the wreck moves "each game turn" before any other movement...so once before either player begins their turn?
- Question 3: salvaging is unclear. To make an attempt do you need to stop on the base of the wreck or just pass over it? Do you get one attempt per ship that touches it? Can each player salvage successfully multiple times or just once? " THE WRECK MAY NER CLAIMED BY BOTH sides UNTIL it destroyed!!" - is that "NER" supposed to be "BE"? "NOT"?
- Question 4: what constitutes "First Blood"? First point of damage? First destroyed ship?
Cheers
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Some major changes between I and another member of this forum have been added this is the final print of all three scenarios normally I would not share this with anybody but because there's so many changes and I want you guys to fit in as many rounds as possible please feel free to practice them
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It looks like the old missions are still the ones linked in the first post?
Thoughts on them (as they are, maybe some of this changed in the revisions)
Mission 1
- This seems silly, fun, and like it will dramatically favor high Ld and more maneuverable fleets (and Eldar!).
- Question: how are fleets without the traditional 1 commander upgrade handled? That's at least Tyranids, Orks, and Demiurge. Maybe Chaos as well (I think I remember them being able to get multiple warlords).
- Question 2: to survive an impact do you need to survive the marker touching your ship's base, or an actual impact (aka failing the Ld check to avoid)?
Mission 2
- Poor Orks aren't going to be passing many command checks for special orders this game. I hope the anomaly isn't going to be very centrally placed.
Mission 3
- This mission seems to very explicitly tell Ork players not to take any Roks or Hulks (they count as defenses, and they move more slowly than the star pulls them in. They'll need to be VERY lucky to avoid getting destroyed by the star). I'll still probably take some because I love the models, but I'll just assume I'm going to lose this game very badly. Thematically they've got so much more mass and so many more engines than a normal ship that it'd seem reasonable to have them dragged more slowly.
- It'd be fun/thematic if there were a tablewide gravity well type 45 degree turn available toward the star.
- Question 1: what exactly does this wording mean?
"...they will blow up for half hP (Hulks/Blackstones/Kroot Warspheres/Roks) explode for half." Is that like the Catastrophic damage table explosion (the "half" being the number of lance shots they send out? Same number of cm?). Why are hulks etc called out when the effect seems the same?
- Question 2: the wreck moves "each game turn" before any other movement...so once before either player begins their turn?
- Question 3: salvaging is unclear. To make an attempt do you need to stop on the base of the wreck or just pass over it? Do you get one attempt per ship that touches it? Can each player salvage successfully multiple times or just once? " THE WRECK MAY NER CLAIMED BY BOTH sides UNTIL it destroyed!!" - is that "NER" supposed to be "BE"? "NOT"?
- Question 4: what constitutes "First Blood"? First point of damage? First destroyed ship?
Cheers
Basically the scenario one it's an equalizer three something fun in there and having the asteroids come across as both of you either engaged or about her use diversionary tactics. You treat the asteroids feels the same way you would normally as if you moving into and out of one so even if the marker just touches you you still have to survive the leadership check to avoid damage
For the Warlords designate which ship you're using as your Commodore / Admiral which is usually the highest costing ship
The anomaly is centrally placed lyrics three variables zones affect them equal consideration was given to the different varying fleets their fighting styles for the ranges of affected said Zone Hague -3 leadership you have to be pretty close to the central anomaly if you're an orc player and you're that close and you've already done something wrong
As for the last scenario on question 1: that you write up addresses a lot of those issues check out the final write-up for the scenario
question 2: yes the rent will move once each game turn before either player moves
question 3: the new right up completely changes this we noticed it's very unclear is done either by declaring a boarding action or hit-and-run attack if no one has been able to claim the derelict it blows up at the end of game Turn 3 and yes both players can do a boarding action and or a hit and run to claim the victory points
Question 4: this one has been removed from the scenario has it sorta gave a free battle point to where ever had the first turn
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Thanks for the updates!
New version of scenario 3 looks much cleaner (and happier for Orks).
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Glad you like it! Hope it is enjoyable.
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I like the reiterated versions as well. Scenario 3 sounded super scary for all my 15cm move nids, lol. But now it looks like fun. All of them look like fun. I look forward to it, fellas.
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I'm hoping results get posted this time...*cough*RaptorEvolved*cough*...lol
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I'm hoping results get posted this time...*cough*RaptorEvolved*cough*...lol
Resuls are in and Up on the website but here you go!
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Anyone know what lists players took? I'm curious what "Competitive" BFG looks like.
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I can give you lists I won with in previous Adepticons. ;D
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I can give you lists I won with in previous Adepticons. ;D
Please do, either over PM or post them here. Thank you.
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Oh I can post on here, it's all good. I'll leave out the auxiliary parts because they've since done away with them.
2016: Eldar (http://www.forum.specialist-arms.com/index.php?topic=8243.msg68355#msg68355)
Void Stalker
Shadow Cruiser
Eclipse Cruiser - Prince, reroll
Eclipse Cruiser
Aurora Light Cruiser
Aurora Light Cruiser
This fleet played heavy (for Eldar), since my only escorts were in the Aux fleet and didn't do much really. I enjoyed the "durability" of cruisers over escorts, and they all worked together well.
2014: Chaos (http://www.forum.specialist-arms.com/index.php?topic=6237.msg54312#msg54312)
Hades - Warmaster Ld 8
Hades
Devastation
Devastation
Slaughter
Slaughter
Slaughter
Slaughter
Each class squadroned up. Each provided either 8 lances at 60cm, or squadrons, or speed and crap tons of firepower. The Slaughters did most of the craziest things for sure.
2013 (http://www.forum.specialist-arms.com/index.php?topic=5319.0) and 2012: Space Marines (http://www.forum.specialist-arms.com/index.php?topic=4430.msg33123#msg33123)
Seditio Opprimere - Master of the Fleet, 1 reroll
Strike Cruiser - extra shield
Strike Cruiser - extra shield
Strike Cruiser - extra shield
Strike Cruiser - extra shield, extra bombardment cannon
Strike Cruiser - extra shield, extra bombardment cannon
Strike Cruiser - extra shield, extra bombardment cannon
Well...there's a reason right under my name it says BOMBARDMENT haha.
If you follow the links you'll see my after action reports and what I played against, giving you even more lists to look at.
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Thanks, that chaos list scares me.
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As well it should! It generally involved the Devastations presenting broadsides, Hades staring you down, and the Slaughter squadron screaming up the middle of your fleet on AAF. Generally then they'd get fired on, and I might lose a cruiser. When I didn't though, I now have firepower 40+ on each flank, plus 8 lances, plus another dozen long range lances from my rear lines.
I must confess though I had some help in writing the list; I consulted Andy Chambers and asked his advice, because I just couldn't decide on a focus with all the ships I had.