September 14, 2025, 11:30:50 PM

Author Topic: Warmaster One Dayer. Warhammer World 17 Nov 2012.  (Read 40046 times)

Offline frogbear

  • Active Member
  • *
  • Posts: 166
Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #75 on: November 10, 2012, 10:37:50 PM »
I would say "yes" to all 3 of your questions.

I see no reason to not allow this unless you set up some type of animosity table that forced you to roll a 4+ for the attempt first for particular races (elves on dwarves as an example).

Offline pw

  • Full Member
  • *
  • Posts: 447
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #76 on: November 11, 2012, 12:32:33 PM »
Good news, Dave's thread on Warseer appears to have found us a sixth player  :). The challenge now is imagining why the Good Alliance has allowed a Chaos warlord to join them in their defence of the Empire. I'm guessing it's some sort of odd Slanneshi mindbending act that's got them all befuddled.

Offline Lex

  • Global Moderator
  • Full Member
  • ***
  • Posts: 1451
  • I wonder...
    • Loc: Bergen op Zoom, Netherlands
    • Warmuster . BitzBox
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #77 on: November 11, 2012, 12:53:16 PM »
I would watch him closely   8)

Offline David Wasilewski

  • Warmasterplaytest team
  • Full Member
  • *
  • Posts: 700
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #78 on: November 11, 2012, 02:53:26 PM »
I agree. "yes" to all assumptions and all 3 questions.
Looking forward to it, and its good that we've got 6 players now again!

What was the response to the tables request - are they moving thim into one big one, or are we playing with a thin, long version?

Dave

Offline David Wasilewski

  • Warmasterplaytest team
  • Full Member
  • *
  • Posts: 700
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #79 on: November 11, 2012, 05:33:01 PM »
I forgot to add.

Timing. Are we planning on setting up around 10:00 and playing through till late afternoon (what time do people have to catch trains back?)

Just from my pov, could we be finished by 5:00?

Dave

Offline pw

  • Full Member
  • *
  • Posts: 447
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #80 on: November 11, 2012, 07:23:02 PM »
The Other PaulTM and I should arrive at about 9.30 (the doors officially open at ten I think but in my experience they tend to be open already) and I'll be leaving at about 7pm. I think we should make our official start time (i.e. table setting up time) 10am but anyone who is there early should feel free to get cracking with the terrain. Then I'd think each team will need 10 mins 'alone time' with the table to make plans (while the other team get the coffees in) before setting up. If we're finished by 5 that would be fine by me.

As for table layout, I've not had an answer (I emailed about it a couple of days ago I think). I'm assuming they'll say no but that we might be allowed to move them around ourselves if we don't get in anyone's way.

Offline forbes

  • Full Member
  • *
  • Posts: 305
    • Loc: North West, UK
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #81 on: November 11, 2012, 07:31:25 PM »
I agree with all your 5 assumptions.  I would have gone with No for all 3 questions, but aren't too bothered one way or the other. Allowing a hero to join allies will allow heroes on flying mounts to zip around the table.

Deployment - exact details will depend on table size, but should we aim for 60cm apart, and 30cm in from the sides? With each army deployed in it's own third of the table.

As to Chaos joining Elves and Empire, I assume that Chaos has its own internal divisions, (or is just plain chaotic) so that one Chaos force may try to block another - and the Good guys will be happy to take advantage of this in-fighting, my enemy's enemy and all that.




Offline pw

  • Full Member
  • *
  • Posts: 447
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #82 on: November 11, 2012, 08:10:13 PM »
Hmmmm... I'm happy to go with whatever people like for the last three questions as I've not had time to think through the implications in any detail. Saying 'yes' to them might make for slightly more interaction between the three forces on each side (which sounds good but could result in delays and/or some imbalance).  What do you guys do when you play large games? If you have a tried and tested way of doing this perhaps we should do the same to avoid any surprises?

Offline pw

  • Full Member
  • *
  • Posts: 447
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #83 on: November 11, 2012, 08:30:08 PM »
More news, my very good friend 'The other other Paul' might be joining us on Saturday. If he can make it would anyone be able to lend him a painted army (or it'll be unpainted Dwarfs)?

In the unlikely event that we end up with 7 players,  we'll need a slight adjustment in terms of points. Something like this:

Team 1: 2500 + 2500 + 3000
Team 2: 2000 x 4

I'll get confirmation from our new recruits by Thursday....

Cheers - Paul

Offline forbes

  • Full Member
  • *
  • Posts: 305
    • Loc: North West, UK
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #84 on: November 11, 2012, 08:40:46 PM »
I can bring along a High Elf army as well for the ooPaul - at this rate we will end up with Chaos vs Elves, with a few hangers on...

I'm not sure we have formalised our rules for allied forces. We often try to go for big games were each side is just one race, but with multiple commanders.

Offline pw

  • Full Member
  • *
  • Posts: 447
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #85 on: November 11, 2012, 09:03:32 PM »
That'd be very kind indeed. I'll let you know as soon as I have confirmation.

Offline pw

  • Full Member
  • *
  • Posts: 447
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #86 on: November 12, 2012, 12:02:43 PM »
I've just heard back from WHW and unfortunately we won't be able to shift the tables round so we're looking at a long thin table (4x18).
« Last Edit: November 13, 2012, 11:33:10 AM by pw »

Offline Lex

  • Global Moderator
  • Full Member
  • ***
  • Posts: 1451
  • I wonder...
    • Loc: Bergen op Zoom, Netherlands
    • Warmuster . BitzBox
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #87 on: November 12, 2012, 02:09:56 PM »
I've just heard back from WHW and unfortunately we won't be able to shift the tables round so we're looking at a long thin table (4x12).

Suggestion ??!!

play in the length of the table !!

One army(group) deploys with a Van at the 3-4 mark, the main centered on the 6 and the rear on the 9-10. Brigading is OK, but units should be in "marching" order with no more then 2 units abreast.

Both the van and the rear my employ "outriders". This should be SINGLE units (anything other then Machine and Monster) which move parallel to the main army-column and in ANY GIVEN TURN may make on full move "forward", unless they spot an enemy in LOS and within 20cm or see other outriders in LOS fall back on the main army. IN either case they willl make an initiative move DIRECTLY towards the central axis of the table (where they expect the main army.

Attackers/ambushers divide their army in brigades and may start the game with 2 brigades AND their general on the table edge OR deployed in woods/buildup terrain within 20 cm of a table edge. For the purpose of deployment the table should be divided into 4' sections. section 0 being the edge where the ambushed army will try and leave the table. An attacker can opt to use any 2 adjacent zones for his original deployment and to bring on his reserves. Reserves need to be ordered onto the table, which can be done by any character already deployed (taking in applicable penalties) or by attaching a not-already deployed character with the brigade, in which case they character is placed on the desired entrypoint and the brigade can be brought on with one succesfull order.... ,

Should provide a lively game, and to spice things up.

consider giving some VP on objectives.

Put some carts, campfollowers or a herd of animals (loot) with the Rearguard (I suggest around 10 loot counters which should be 10 regular WM bases or round(ish)  bases app. that size). These can be claimed by any of the ambushers stands that moves in contact with them. Claiming "coup" will count towards the ambushers VP in the following fashion: If a stand of an ambushing unit moves into contact with a "loot" marker take both that stand AND the lootmarker of the table. The value of the lootmarker is equal to the value of the stand that claims it! Note that the remainder of the unit (if any !!) will count as being "shortstanded" with all appropriate penalties !!  If "taking coup" removes a nuit from the table, that unit WILL count against breakpoint.

Van units moved of edge #0 count as HALF their value towards their armies VP.
Main units moved of edge #0 count as FULL value towards their armies VPs
Rear units moved of edge #0 count as double their value.

Have fun with these   8)  should you decide to use them !! Any feedback appriciated !!
 

Offline forbes

  • Full Member
  • *
  • Posts: 305
    • Loc: North West, UK
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #88 on: November 12, 2012, 07:44:05 PM »
Hi Lex

Interesting idea. I'm not quite sure where you think the attackers would deploy, so I've done a little picture



I think I have the 3 blue  defender positions right, along with the exit zone.

For the red attackers, would they be allowed the option of all of A1 to A6, or just one side e.g. A1 to A3 (or A4 to A6). Or can they deploy to the 2 short ends as well?

If they can deploy all of A1 to A6, then I think the attackers would deploy to A1 and A4, and perhaps A2. Allowing a concentration of force against D1, to eliminate it, before D3 can get anywhere near the fight.

Or do you think the 'mobile deployment' rules will limit the number of attackers in the early turns?

Offline pw

  • Full Member
  • *
  • Posts: 447
Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #89 on: November 12, 2012, 08:27:00 PM »
I think that sounds cool and it's a good attempt to address the issue of the table shape.

This said, I have one concern (it may be that I'm misreading the scenario) - it looks like D1 is likely to be much quicker off the board than D3 which could mean that the game ends very quickly for one player (either killed or off board) while others remain to fight. Of course D1 could decide to stay and help out D2 and D3 but that would mean that the scenario was largely being ignored.