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Stargun

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Posts posted by Stargun


  1. As far as I know this was the first store championship with the Gift of the Ethereals out. The final break down was Nurgle went undefeated for the swiss with Eldar, Dark Eldar and Cato all went 3/1. The semi-finals were Chaos vs SM and Eldar vs DE. and the final was Chaos vs Eldar.


     


     I thought you guys might be interested in the top four decks from the tournament so here they are. 


     


    First Place Daniel

     

    Total Cards: (50)

     

    Warlord: 

    1x Eldorath Starbane (Core Set) 

     

     

    Army Unit: (29)

    4x Starbane’s Council (Core Set)

    3x Iyanden Wraithguard (Core Set)

    3x Biel-Tan Guardians (Core Set)

    2x Altansar Rangers (Core Set)

    3x Earth Caste Technician (Core Set)

    3x Eldar Survivalist (Core Set)

    3x Bork’an Recruits (The Scourge)

    2x Wildrider Squadron (Core Set)

    3x Vior’la Marksman (Core Set)

    3x Warlock Destructor (Gift of the Ethereals)

     

    Attachment: (7)

    1x Mobility (Core Set)

    3x Promotion (Core Set)

    3x Ion Rifle (Core Set)

     

    Event: (13)

    2x Foresight (Core Set)

    2x Doom (Core Set)

    3x Nullify (Core Set)

    3x Gift of Isha (Core Set)

    3x Empower (The Howl of Blackmane)

     

    Support: (1)

    1x Alaitoc Shrine (Core Set)

     

    Second Place Kevin

     

    Total Cards: (50)

     

    Warlord: 

    1x Ku’gath Plaguefather (The Scourge) 

     

     

    Army Unit: (32)

    4x Kugath’s Nurglings (The Scourge)

    3x Vicious Bloodletter (Core Set)

    3x Heretek Inventor (The Howl of Blackmane)

    3x Virulent Plague Squad (Core Set)

    3x Chaos Fanatics (Core Set)

    3x Khorne Berzerker (Core Set)

    3x Rotten Plaguebearer (Gift of the Ethereals)

    2x Xavaes Split-Tongue (Core Set)

    2x Void Pirate (Core Set)

    2x Rogue Trader (Core Set)

    2x Burna Boyz (Core Set)

    2x Soul Grinder (Core Set)

     

    Attachment: (1)

    1x The Plaguefather’s Banner (The Scourge)

     

    Event: (10)

    2x Fetid Haze (The Scourge)

    3x Tzeentch’s Firestorm (Core Set)

    3x Warpstorm (Core Set)

    2x Promise of Glory (Core Set)

    2x Nurgling Bomb (Gift of the Ethereals)

     

    Support: (5)

    1x Vile Laboratory (The Scourge)

    3x Ork Kannon (Core Set)

    1x Fortress of Madness (Core Set)

     

    Third Place Jim

     

    Total Cards: (50)

     

    Warlord: 

    1x Packmaster Kith (Core Set) 

     

     

    Army Unit: (27)

    4x Kith’s Khymeramasters (Core Set)

    2x Rogue Trader (Core Set)

    3x Void Pirate (Core Set)

    3x Eldar Survivalist (Core Set)

    3x Incubus Warrior (Core Set)

    3x Soaring Falcon (Core Set)

    3x Syren Zythlex (Core Set)

    3x Klaivex Warleader (The Scourge)

    3x Warlock Destructor (Gift of the Ethereals)

     

     

    Attachment: (7)

    1x Agonizer of Bren (Core Set)

    3x Promotion (Core Set)

    3x Suffering (Core Set)

     

    Event: (12)

    2x Pact of the Haemonculi (Core Set)

    3x Raid (Core Set)

    2x Superiority (Core Set)

    3x Archon’s Terror (Core Set)

    2x Doom (Core Set)

     

    Support: (4)

    1x Khymera Den (Core Set)

    2x Twisted Laboratory (Core Set)

    1x Archon’s Palace (The Howl of Blackmane)

     

    Fourth Place James

     

    Total Cards: (50)

     

    Warlord: 

    1x Captain Cato Sicarius (Core Set) 

     

     

    Army Unit: (31)

    4x Sicarius’s Chosen (Core Set)

    3x Blood Angels Veterans (Core Set)

    3x Bork’an Recruits (The Scourge)

    3x Eager Recruit (Core Set)

    2x Earth Caste Technician (Core Set)

    3x Honored Librarian (Core Set)

    3x Tactical Squad Cardinis (Core Set)

    3x Vior’la Marksman (Core Set)

    3x Void Pirate (Core Set)

    2x 10th Company Scout (Core Set)

    2x White Scare Bikers (Gift of the Ethereals)

     

    Attachment: (10)

    1x Tallassarian Tempest Blade (Core Set)

    3x Ion Rifle (Core Set)

    3x Iron Halo (Core Set)

    3x Promotion (Core Set)

     

    Event: (8)

    2x The Fury of Sicarius (Core Set)

    3x Drop Pod Assault (Core Set)

    3x Indomitable (Core Set)

     

    Support: (1)

    1x Cato’s Stronghold (Core Set)


  2. Hi, I just wanted to let everyone know that Imperial Outpost will be hosting a 40k Conquest Tournament starting at 5pm on Saturday the 29th. We will have a Winter kit for the tournament.

     

    Also I want to mention that we now have a Facebook group for Phoenix Conquest players.

    https://www.facebook.com/groups/353078368196679/ If you play and you are in Phoenix or just want to see what is going on in Phoenix please join up so we can build a great community.

     

    Thank you,

    James


  3.  

     

     

    I have another question about Strain. I can not find anywhere in the rules where you can heal strain other than at the end of a fight or by sleeping the night. So if in the middle of a fight some one takes more strain than their threshold then they are out tell the fight is over? There is no way to heal strain during the fight?

    Don't know if its RAW, but our group has Advantages generated by Medic rolls recover Strain for the guy being patched up.

    Oh ya, I forgot about that one but you can only perform a medicine check once per encounter. So if some one is over there strain and a medicine check does not bring them equal to or below their threshold then they are out for the rest of the fight because there is no other way to recover strain.

    We have created a house rule based on a sentence in the book (sorry do not have it with me so I can not quote verbatim) that says you can reduce strain by catching you breath but does not give any rules to go with it. Our house rule has 2 parts. You can spend your who round "catching your breath" and make a cool check with difficulty following the medicine chart and reduce your strain by 1 for every success. The second part is if you fall unconscious due to strain every round you can make a cool check with a hard difficulty recovering 1 stress for every success.

    you don't even need to house rule that though, page 206 under the chart "spending advantages and triumph in combat", it says under spending one advantage or a triumph "recover 1 strain (this option may be selected more than once)"

    So you can be taking any action and potientally recover strain, just like your gm can give it to you in be exact opposite way by spending your threat/despair.

    I consider, rp wise, recovering strain while say doing ranged might be that your shots are visibly making an enemy take cover giving you a chance to catch your breath and realize your doing well thus living your spirits or during melee/brawl that your opponent is loosing ground and having to spend most of their time ducking and weaving instead of fighting back boosting your confidence as you get into a good grove of combod swings, etc

     

    For the most part I am talking about healing strain after falling unconscious, but we created the take a breath rule because the group has a tendency to roll more threat than advantage and add in combat and they where straining out long before wounding out.


  4.  

     

    I have another question about Strain. I can not find anywhere in the rules where you can heal strain other than at the end of a fight or by sleeping the night. So if in the middle of a fight some one takes more strain than their threshold then they are out tell the fight is over? There is no way to heal strain during the fight?

     

    Don't know if its RAW, but our group has Advantages generated by Medic rolls recover Strain for the guy being patched up.

     

     Oh ya, I forgot about that one but you can only perform a medicine check once per encounter. So if some one is over there strain and a medicine check does not bring them equal to or below their threshold then they are out for the rest of the fight because there is no other way to recover strain. 

    We have created a house rule based on a sentence in the book (sorry do not have it with me so I can not quote verbatim) that says you can reduce strain by catching you breath but does not give any rules to go with it. Our house rule has 2 parts. You can spend your who round "catching your breath" and make a cool check with difficulty following the medicine chart and reduce your strain by 1 for every success. The second part is if you fall unconscious due to strain every round you can make a cool check with a hard difficulty recovering 1 stress for every success. 


  5. I hate to tell you Stargun, your math is a little off. While the odds are not balanced, the odds do go in the favor to green, yellow and blue dice. All of this has been discussed in other forums and threads. There are many studies that I have seen that proves the dice system is not stacked towards failure. I am no math expert, nor am I into statistics and all that. I'm sorry that you feel that this system is cheating you somehow, but I assure you it is not. If you really want to look at all the math and stuff, check out this page.

    http://maxmahem.net/wp/star-wars-edge-of-the-empire-die-probabilities/

    I know with my group, my guys are usually rolling only a couple of purple and a black against a couple green, a yellow or two, and usually a boost or two.

    I have been in many D20 games where I had better roll a 20, or I'm not doing anything...

    It has been my experience the almost every GM/DM seems to set the difficulties on the high side, no matter the game or the system.

    His blog post is very impressive but his math is incorrect because it is predicated on a wrong number at the start. To truly calculate the failure to success rate it is achieving on or more successes so his base 62.5% is actually incorrect. because there are only 4 sides of an 8 sided dice with success result. Thus the dice only has a 50% chance of rolling one or more successes. 


  6.  

     

    My group and I have only been playing for 4 sessions now and the group is already frustrated with the randomness of the dice and the fact that the dice are stacked toward failure. 

     

    How do you figure 'the dice are stacked toward failure'?

     

     

    A green Dice only has a 50% chance of a success even with out any difficulty dice. So with no difficulty you only succeed half the time, once you start adding in difficulty dice you start drastically decreasing you chance to succeed. Even upgrading to yellows don't help you that much. A yellow only has a 66% chance of at least on success. so adding in 1 purple die drops you success rate to below 50%. Basically 1 yellow and 1 green (which is some one with an average stat and one rank) against an easy task, 1 purple, will only succeed 50% of the time. Realistically it is a little less sense a 0 result is actually a failure. Thus the dice systems is stacked toward failure.


  7. My group and I have only been playing for 4 sessions now and the group is already frustrated with the randomness of the dice and the fact that the dice are stacked toward failure. 

    I definitely agree with the comments about bazaar tings happening. The group cant climb down an easy rope but they can free scale a daunting cliff like champs. It is just strange sometimes.

     

    We made a house rule change before the last game and it seemed to make a difference in how the players perceive the dice. We simple switched the requirement for success being no un-canceled failures instead of at least one un-cancelled success. 


  8.  

     

    "Nope, you keep tracking wounds and keep taking criticals each time you add wounds." 

    So are you saying that you take a new crit every time you take damage once you are over your threshold? My group ha been playing it that you only take crits each time you pass the threshold again. For example, Bob has a threshold of 10 and he has already taken say 9 wounds. Bob then takes 12 more wounds putting him at 21 wounds. We have been playing that he would receive 2 crits from that because he has passed his threshold twice. But what you are saying is he would only take one crit from that hit? Then if he gets hit for 1 wound after that he would then take another crit?

     

    I have another question about Strain. I can not find anywhere in the rules where you can heal strain other than at the end of a fight or by sleeping the night. So if in the middle of a fight some one takes more strain than their threshold then they are out tell the fight is over? There is no way to heal strain during the fight?

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