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Amanal

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  1. Amanal

    Are you playing with enough terrain?

    Just a suggestion but try using the same terrain and have the little disks with palm trees on top allow LOS through them, while the larger felt pieces are big enough that even though they are only light woods they will block LOS through the area of terrain. Also, even though the trees modeled are small make them as high or higher than the tallest model. In both games this would limit the AT-ST being able to see everything and conversely everything seeing it. I think you'll your games will be a touch more fun as a result.
  2. Amanal

    Explain cover too me

    Sadly the time it is taking to get that rule from email to RRG is taking a very long time.
  3. We are about to have a game that is 2 months old, the RRG should have been updated with the LOS/Cover rules and some other ambiguous or contradictory rules. I think they may have their hearing aides turned off and have for some time. 🙂
  4. Amanal

    FAQ - Rules update

    Sounds like there should be an app for that!
  5. Amanal

    Explain cover too me

    You measure from the top of the models head. p31: "Line of sight is used to determine if one mini can see another mini. A player determines line of sight from the perspective of a mini, using a viewpoint where the center of the mini’s base meets the top of the mini’s sculpt." I didn't worry about correcting the red/green pars in my diagram as they are clearly in cover or not and their height would make no difference. They should be equal to the blue bar "firing" model.
  6. Amanal

    FAQ - Rules update

    What is needed is an intelligent communication of the rules so that players can pick them up and learn them with accuracy for the least effort. While you want to minimise the effort for players I don't think this will ever be a zero sum equation.
  7. Amanal

    Are you playing with enough terrain?

    I just play against the RRG ad use my light woods as light cover, you can see in but not through. Works great, as the terrain has an impact on the game with regards to what can and can't fire but leaves the maneuver element alone.
  8. Amanal

    Explain cover too me

    Perspective? You don't seem to be using the rules correctly and have not accounted for perspective at all. If my eye level is taller than the wall I can see over it. How far behind the wall can I see? The maths is complicated, I haven't done trig for a long time and forget more than I learned. The rules here simply have us look over the head of the model firing. The red model would (if we agreed that the barrier could provide cover to that model at the start of the game) be in cover the green would not.
  9. Amanal

    Destiny is Dying...Fast

    If we could run Store Championships quarterly, Regional Championships 6 monthly and have Worlds yearly then there is going to be a high level of noise for competitive play. At the moment I think interest waxes and wanes with the competition cycle and it isn't frequent enough.
  10. Amanal

    Tournament Regulations are up

    That's insane!! No, not that the terrain is rubbish, but that it is table number 163!!
  11. Amanal

    Tournament Regulations are up

    It doesn't matter, drop or play on FFG has a rubbish system. They call it Swiss and seed it swiss but it isn't even a proper direct elimination.
  12. Amanal

    Tournament Regulations are up

    Except of course FFG has fewer round that needed, thus once you lose there is no point playing more. And with the SoS being far more important those players dropping the affect the players they played with a rubbish SoS. While you speak true for Armada for Legion you only win or lose, this system is far from ideal. Agree with that, we did play fairly decent rounds. So we made it a challenge to play slow. In about 5 years of play, I think I pinged one player. He was however playing slow on purpose as he won the games that timed out due to the way Flames worked.
  13. Amanal

    Tournament Regulations are up

    While I agree on the points system a better one that fits in with some of the major constraints, in that many stores hold one day events, are always troublesome. At some point you are almost at the mercy of a SoS or grading system based on the "toughness" of your opposition. I would recommend the Flames of War system: 6-1 if you won and lost nothing 5-2 if you won and lost 1 unit 4-3 if you won and lost 2+ units Draw if you run out of time and you score: 3 if you lost nothing 2 if you lost 1 unit 1 if you lost 2+ units We also had a rule that if one player ran out of time twice or more in an event he was a slow player and his matches that timed out were reversed to a win for his opponents.
  14. Amanal

    Tournament Terrain Tactics

    I have set up terrain for many a tournament and it is hard work, often at the cost of having one or two learning sessions. Quite often while setting up I would imagine what I would do if I was to play on the table and I would set up a wonderful array of and variety of terrain and the players would completely ignore those bunkers that were enfilade to the first turn approach and hills that would allow a slow advance and just slog down the road. As the rules stand you deploy terrain then the blue player selects his side, so he blue player can tip things up a little, but as you don't yet know the mission you have to be a little "ballanced" with things. Load up your side and play break through, not a good idea, you will leave your terrain and give it up to your opponent for the end game. I think too the very cool idea is that all the terrain will be pooled together and the TO will just farm out enough to each table. So even if one player does try and game the system it is likely he'll just see his terrain spread over 3-4 tables or not used. Mind you 4 Battle Kiwi landing pads on the same table just seems evil. As an alternative you could have the first round be that in which the players of that game deploy the terrain and keep it in place for the remainder of the tournament.
  15. Amanal

    Alternative Tournament Scoring

    I would recommend the Flames of War system: 6-1 if you won and lost nothing 5-2 if you won and lost 1 unit 4-3 if you won and lost 2+ units Draw if you run out of time and you score: 3 if you lost nothing 2 if you lost 1 unit 1 if you lost 2+ units We also had a rule that if one player ran out of time twice or more in an event he was a slow player and his matches that timed out were reversed to a win for his opponents.
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