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Epic Space Marine v2 the rebirth

 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Thu Jun 12, 2014 12:21 am 
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By the way Irisado, I LOVE Adeptus Titanicus/SM1. Despite some short comings and absence of rules for Eldar Aspect Warriors, its an amazing setting and has some really cool stuff. The problem is, with all of the detail, it would take 3-5 game nights to finish off a big battle. That is the reason for SM2/TL. It stripped away a lot of the detail and mechanics to make a faster game. But in my heart, I just love having a tactical stand fire bolters at one target, its missile launcher at another, and have a 4+ modifiable save. And you can play it in a small game board too. Actually, you kind of need to because some units dont move very far.

Some day I will break it out and relive the Horus Heresy.


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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Thu Jun 12, 2014 12:22 am 
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KTG17 wrote:
Well in some cases, like in our game, my warlord was right in front of his tactical detachment, and if I didnt make some amazing repair rolls I would have lost my Warlord, especially as he was facing my friend's volcano cannon (I blew off his Gatling Blaster thing).

Anyway, preview of Friday night's game: Orks vs Eldar.

Attachment:
ImageUploadedByTapatalk1402528178.853886.jpg


My friend has chosen Eldar so its me defend'n ma home turff!!! Haven't played Orks in SM2 in... oh over 10 years...

Stay tuned!!


Hi!

Stay sharp!

A good eldar player can trounce and ork player out of practice. ;) ;D

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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Thu Jun 12, 2014 12:24 am 
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KTG17 wrote:
By the way Irisado, I LOVE Adeptus Titanicus/SM1. Despite some short comings and absence of rules for Eldar Aspect Warriors, its an amazing setting and has some really cool stuff. The problem is, with all of the detail, it would take 3-5 game nights to finish off a big battle. That is the reason for SM2/TL. It stripped away a lot of the detail and mechanics to make a faster game. But in my heart, I just love having a tactical stand fire bolters at one target, its missile launcher at another, and have a 4+ modifiable save. And you can play it in a small game board too. Actually, you kind of need to because some units dont move very far.

Some day I will break it out and relive the Horus Heresy.


Hi!

Who knows, I may be feeling frisky and actually update the AT/SM1 rules to include all the units and armies its missing.

I'm kinda reading through those old rules and there is a lot of appealing stuff.

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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Thu Jun 12, 2014 12:30 am 
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I have all of the white dwarfs, where infantry and tanks were experimental rules for Adeptus Titanicus, and it evolved into SM1. I love reading all of it as some of it was dropped before it all got refined. But to me the Space Marine 1 rulebook is just awesome and has so much crammed into it, that I suspect most people dont use. And Codex Titanicus is a must too, but to me Space Marine just captures the epic struggle better than any rulebook before or since.

If you can dig up the rules for Chaos its even better. Just cant believe they didnt get around to expanding on the Eldar. It was one of the reasons I finally moved to SM2 otherwise I might still be playing AT/SM1 only to this day.


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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Thu Jun 12, 2014 12:36 am 
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Btw, because AT/SM1 is so flexible and I loved the hell out of that, I am so critical of gaming systems that arent, like EpicA and one detachment having to fire at only another single one, under the premise that makes the game better. It doesnt to me. I want to be creative during a game, and limiting my choices doesnt do that.


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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Thu Jun 12, 2014 12:54 am 
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KTG17 wrote:
Btw, because AT/SM1 is so flexible and I loved the hell out of that, I am so critical of gaming systems that arent, like EpicA and one detachment having to fire at only another single one, under the premise that makes the game better. It doesnt to me. I want to be creative during a game, and limiting my choices doesnt do that.


Hi!

Well KTG, I'll tell you what. I am the sufficiently motivated to actually tackle a "net epic titanicus" version. An update conserving the original rules as much as possible, while adding what is missing and of course the inevitable clearing up of "ambiguities".

While I still have to update net epic gold and platinum, I'm going to work on this on my own on the sidelines.

I'll bounce some ideas off you when the time comes. :)

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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Fri Jun 13, 2014 9:11 pm 
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The Ork building on the table already have me looking forward to this report. Eldar were my most successful army in Epic, and Orks my least. I only ever won a single game with my Orks, and that was by two victory points. They were fun to play though.

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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Fri Jun 13, 2014 11:50 pm 
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Just a display of some of the units we'll be choosing from. Prob wont be playing all of them...

Attachment:
ImageUploadedByTapatalk1402699818.342880.jpg
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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Fri Jun 13, 2014 11:51 pm 
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Didnt get a chance to finish painting everything!


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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Sat Jun 14, 2014 12:01 am 
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Hi!

Nice!

I hope your wierdboy towers don't overload. ;)

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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Sat Jun 14, 2014 3:02 pm 
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Well here's the result of the Orks vs Eldar...

The forces:

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The Phantom was armed with 2 Heat Lances and 2 Lascannon wings, while the Slasher was armed with the Slasher Cannon and Ripperfist. I loaded the Gutbuster with Explosive for the first round.

Here's the set up. The Sunz and Warboss were loaded into their Battlewagons, and the Stormboyz into the Gibletgrinda.

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Best shot I had of the Eldar set up :/

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I made the first tactical blunder of the night forgetting that objective scoring takes place in the End Phase and therefore by having my Gibletgrinda haul ass thru the woods on charge orders, I realized I neglected to score the objective behind them. So this means I would have to send someone back to get it. Total retard move.

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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Sat Jun 14, 2014 3:03 pm 
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Btw we're using Vibro Cannons in place of the Lascannons for models.


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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Sat Jun 14, 2014 3:24 pm 
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My plan was to use my Evil Sunz to charge up my left flank and have the option of seizing his corner objective over the bridge which he didnt defend very well - just the lascannons were deployed there. I moved the Bad Moons up to essentially storm the town in the middle, and I was surprised by my friends move to rush the same location, including with his Phantom. I was expecting him to take a more defensive stance at first.

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The first shot of the game I realized I had done in error but it was spectacular. I initially have my Slasher a Battlecannon head and realized after the fact they were really for Great Gargants (figures since I have never seen a slasher gargant head with a cannon). So at this time I took some pot shots at the Phantom and rolled a hit on its reactor. Josh rolled a 1 on his holo save, then failed the armor save with a roll of a 2, and I rolled a 6 for damage and bang! Just like that it was toast. But, after reading up more on the weapon I realized he shouldnt have even had it so we put the Phantom back. It was pretty much downhill from there.

I sent my Stormboyz back to seize my own objective and he jumped them with his jetbikes. I was actually able to defeat all the bikes with only a single loss of a stormboyz stand, but this little nonsense held up the unit and the Gibletgrinda as I brought him back to help if needed. It was really a minor disaster in that corner.


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I had so many ork units around my two weirdboy towers that they maxed out, I had 8 2+ shots to dish out with each and unloaded them all at the Phantoms's head, but was only able to damage it, which my friend repaired in the end phase.

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I moved up the warboss since my Bad Moons were going rather slowly. With so much energy each Weirdboy towerr was absorbing, I started putting the clan on First Fire orders so I can use them before my friend eventually started targeting them, which really slowed them down. And it wasnt long before I lost one of the towers.

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The Eldar had Dark Reapers in their buildings in the back, while a force of guardians, falcons, swooping hawks, and fire dragons were coming up my right flank and were heading towards a showdown with the Slasher. Needless to say was my finest moment of the game as he decimated the fire dragons in one go, took out 3 swooping hawks, and used the explosive shell in the gutbuster to taked out 5 of 6 of the guardians facing him. All that really left Josh on that side was a couple of Falcons and his Dark Reapers, but it was enough to take out all my powerfields, which I managed to start the game with 6.

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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Sat Jun 14, 2014 3:47 pm 
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I forgot to say too that earlier the Warlock hit one of my Weirdboy towers and nobz with an Eldritch Storm, which slowed them down further, but I quickly dispatched him with my warboss detachment.

So the Evil Sunz bearing down on his flank, Josh pretty much faced everything the had as they rounded the hill and pretty much broke the clan in 2 rounds.

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They managed to pass their break test but they were screwed. They faced fire from 2 sides, had no real place to run, nor had weapons really capable of inclifting many causalties on what they were facing, including the Phantom. So to at least tie the Eldar down while I brought the Bad Moons up, I just charged whatever I had left of the Evil Sunz with what he had left in range. He counter charged with guardians and striking scorpions and the results were losing every Evil Sunz unit to a man.

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I lost the Gibletgrinda to a shot by lucky shot by a falcon, and I continued to move my Gargant up in hopes of getting around the Phantom, but he had his Slasher Cannon blown off. It was able to help finish off another detachment of Guardians which broke the detachment, but now the Eldar Phantom turned to face the Gargant.

My warboss was also able to take up positions in the biggest building in the town center, and took some pot shots at the Phantom, but couldnt hurt it. It was also taking hits from other units and was close to breaking point.

Next turn, disaster struck as the Phantom unleashed both Heat Lances which hit the boiler starting fire, then hit the ammo with the next shot. Josh rolled a 6 and got plus 1 due to the extra fire and scored a 7 on the damage roll, which ripped apart the gargant, taking a few nearby guardians that were enveloped in the 14cm explosion.

So with that, my two flanking attacks were gone. All I had left was a complete Ork Bad Moon clan minus the weirdboy towers - who which btw never overloaded. But the bad moons hadnt killed anything either. Josh sent a falcon detachment down my left flank to sieze my object their and I sent the bad moons there to try and stop them, but they were just too slow.

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He also did the same on my right where all I had were the Stormboyz, but the trees blocked and shots I might have taken.

So that endphase was it, the score was 39 to 23 in favor of Josh.


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 Post subject: Re: Epic Space Marine v2 the rebirth
PostPosted: Sat Jun 14, 2014 3:56 pm 
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Some pics of final positions the next morning:

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So with all that, I def got spanked. I made some tactical blunders, but also the Evil Sunz, despite their size, really didnt have any punch with ranged weapons, nor any endurance when facing so much firepower. I expected them to take some punches, but not to have lost them in the manner I did.

Also, because I was trying to use all the awesome energy my weirdboys were collecting, I felt like I needed to slow the Bad Moons down in order to shoot as much as I could, which meant that by the time I lost both weirdboy towers, the rest of the clan was just too far out of the fight. The Bad Moons have the best shooters in the Ork army, and I really could have used then against the Phantom, but blew it.

Having to send the Storm boyz back was a bit of a disaster, but they did fight off the Jetbikes, but it also took them out of the fight. Chances are tho, had I kept moving them up as planned, Josh would have just siezed the corner objective anyway and I would have had to do something even later to get it back.

The Slasher died rather quickly, but it did dish out some destruction before it did, but because it was basically unsupported, anything Josh had left facing it was pouring it on. Once the powerfields were down, and the Phantom got withing 25cm with the Heat Lances, it wasnt going to last very long anyway.

Nevertheless, playing orks is both exciting and challenging, so I def want to use them again the next game. We havent worked out who they will fight next tho.


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