Since you asked for rules feedback :) * You cannot infiltrate into a building. You can only enter a building by (a) ending your activation in contact with it in the movement phase, (b) occupying it after defeating the occupiers in close combat, or (c) deploying into it if it is entirely in your deployment zone. Infiltrating is none of those things. Forward deployment does allow you to garrison a building, however. * As mentioned elsewhere, close combat starts at 2d6+CAF for each side, but for a rend unit you start at 3d6+CAF. Also the charging unit gets another +1 for charging, and Ogryns have furious charge, so they get +2 for charging, which cancels out the building bonus. That makes the first fight 3d6+5 for the ogryns vs. 2d6+4 for the tacticals. * The "lose one half" rule for break tests is compared to the number of models at the time they were targeted. So if I shoot a detachment with 5 models I need to kill 3 to force a test. If I kill 2 (leaving 3), and then another detachment fires at it that second round still needs to kill 2 to force a test.
Also, you seem to have forgotten about formation break points, or at least you never appear to be tracking them. They are a pretty important part of the game, especially as they effect the orders you can give and your likelyhood of breaking
I'm fairly certain that assaults start on 2d6 and go up from there (so rends start at 3d6). The bell curve is very different mathematically than a single d6 roll. That said, handling combat advantage the way you do is way more convenient and mathematically equivalent to how the rules would have you do it. Thank you for your LI content, I appreciate it.
Great LI battle report, really fun to watch. You were forgetting the Kratos has 2 (accurate) hull mounted lascannons on its datasheet. Hope you continue to do more LI battle reports.
Great game chaps! John, your Warlord load out is fantastic, either destroy a building per turn with its Apoc Launchers & kill 1-2 heavy tanks per turn with the Volcano cannons, or kill a titan in one round of shooting, all from the back of the board keeping pesky Vanquisher cannons & the like out of range!
If you want to take out buildings use gravitons. Apoc launcher with mere -1 when buildings save on 2d6 is too unreliable. Grav gun meanwhile has very high chance of blowing building(and if there's multiple buildings closeby could even try to blow several since 1 shot can kill whole building). Apoc is at it's best threatening infantry outside buildings. Especially as it ignores los. Apoc plus 2xgrav cannon would be rude. Infantry either gets bombarded in open or go to building that gets collapsed. Better vs tanks like russ as well
Suggestion. Add more variety of terrain. In particular obstructing(wood/ruins) add a lot. It helps durability(blocks los or if there -1 to hit and cover save. Nice for dreadnoughts who can walk normally). And isn't death trap like buildings if enemy has right guns. I find sparkle of those a) increases survivability b) makes gearing up with plenty building busting weapons less useful as infantry has other ways to get durability boost. And looks pretty as well :) And ruins and forests(think parks) fit city board nicely.
I'd totally agree. The battles change a lot when you have loads of cover (obstacles and difficult terrain) compared to little, or none. Just like having no buildings, or having lots of buildings.
It seems storm section are a bit too powerful wiping out all those marines, even with the mistake of rolling 1d6 vs 2d6 (3d6 for storm section guys). Does that seem like an auto-include and perhaps wat too good?
No, It's a combination of LumosMiniatureTerrain and Wargame Forge, both found on Myminifactory and I've done a review of Wargame Forge here. ruclips.net/video/w2we603Ys4M/видео.html
"We bought and painted all these mini's, might as well use them" - Best AMGAS quote of the year 2024 🤣👍🏻
words to live by :-)
More Legions Imperialis gents! Can't get enough.
Hope to get more soon. We did film a Titan Death battle but it was when I had mic problems. I'm trying to salvage the footage. It was a fun game.
Since you asked for rules feedback :)
* You cannot infiltrate into a building. You can only enter a building by (a) ending your activation in contact with it in the movement phase, (b) occupying it after defeating the occupiers in close combat, or (c) deploying into it if it is entirely in your deployment zone. Infiltrating is none of those things. Forward deployment does allow you to garrison a building, however.
* As mentioned elsewhere, close combat starts at 2d6+CAF for each side, but for a rend unit you start at 3d6+CAF. Also the charging unit gets another +1 for charging, and Ogryns have furious charge, so they get +2 for charging, which cancels out the building bonus. That makes the first fight 3d6+5 for the ogryns vs. 2d6+4 for the tacticals.
* The "lose one half" rule for break tests is compared to the number of models at the time they were targeted. So if I shoot a detachment with 5 models I need to kill 3 to force a test. If I kill 2 (leaving 3), and then another detachment fires at it that second round still needs to kill 2 to force a test.
Also, you seem to have forgotten about formation break points, or at least you never appear to be tracking them. They are a pretty important part of the game, especially as they effect the orders you can give and your likelyhood of breaking
Great catches! I need to tag Jacob on this.
I'm fairly certain that assaults start on 2d6 and go up from there (so rends start at 3d6). The bell curve is very different mathematically than a single d6 roll.
That said, handling combat advantage the way you do is way more convenient and mathematically equivalent to how the rules would have you do it.
Thank you for your LI content, I appreciate it.
You are correct, close combat starts at 2D6, up to a max of 6D6.
Thanks guys, I thought something seemed off with those assaults.
Great LI battle report, really fun to watch.
You were forgetting the Kratos has 2 (accurate) hull mounted lascannons on its datasheet.
Hope you continue to do more LI battle reports.
This looks great! Nice figures and nice terrain. More Legions Imperialis please!
That's the plan!
So happy you did another LI game! Hope to see more Solar aux!
Planning another one this month but not sure what Jacob will be bringing.
Great batrep gentlemen love the way you present it not played myself yet but will dive in this year hopefully definitely a like & subscribe 👍
Great game chaps! John, your Warlord load out is fantastic, either destroy a building per turn with its Apoc Launchers & kill 1-2 heavy tanks per turn with the Volcano cannons, or kill a titan in one round of shooting, all from the back of the board keeping pesky Vanquisher cannons & the like out of range!
If you want to take out buildings use gravitons. Apoc launcher with mere -1 when buildings save on 2d6 is too unreliable. Grav gun meanwhile has very high chance of blowing building(and if there's multiple buildings closeby could even try to blow several since 1 shot can kill whole building).
Apoc is at it's best threatening infantry outside buildings. Especially as it ignores los.
Apoc plus 2xgrav cannon would be rude. Infantry either gets bombarded in open or go to building that gets collapsed.
Better vs tanks like russ as well
I really can't complain on the Warlord's performance. It did pretty well.
Great game guys. Loved the armies, and looked really fun. 👍
Thanks! I'd like to get more LI coverage on the channel
When shooting rear arc you will still have the -1 modifier to his save
Good catch, still always forget that
Suggestion. Add more variety of terrain. In particular obstructing(wood/ruins) add a lot. It helps durability(blocks los or if there -1 to hit and cover save. Nice for dreadnoughts who can walk normally). And isn't death trap like buildings if enemy has right guns.
I find sparkle of those a) increases survivability b) makes gearing up with plenty building busting weapons less useful as infantry has other ways to get durability boost.
And looks pretty as well :)
And ruins and forests(think parks) fit city board nicely.
Hmm, good idea, maybe add a scattering of ruins on the table
I'd totally agree. The battles change a lot when you have loads of cover (obstacles and difficult terrain) compared to little, or none. Just like having no buildings, or having lots of buildings.
Going through the list at the same time as showing deployment might make it easier to see what’s what in the game :)
Love that terrain.
It seems storm section are a bit too powerful wiping out all those marines, even with the mistake of rolling 1d6 vs 2d6 (3d6 for storm section guys). Does that seem like an auto-include and perhaps wat too good?
Comment for the algorithm as I am at the start of the report and want to know more
love the terrain where is it from?
What blue did you use for that Auxilia?
The solar look great. Good job.
Jacob's models look even better in person.
What is your map?
Great battle report. Did you forget the Ultramarines legion special rule?
I'm sure I did, it's hard for me to keep track of that rule, for sure.
Nice terrain! Is it GrimDark Terrain?
No, It's a combination of LumosMiniatureTerrain and Wargame Forge, both found on Myminifactory and I've done a review of Wargame Forge here. ruclips.net/video/w2we603Ys4M/видео.html
What aps are you using?
More than likely New Recruit