Heroes of Black Reach - Battle Report - Scenario 7

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  • Опубликовано: 29 июл 2019
  • Ultramarines vs Orks in Devil Pig Games' Heroes of Black Reach. This is a play through of the seventh scenario.
    Previous scenario: • Heroes of Black Reach ...
    Next scenario: • Heroes of Black Reach ...
    If you like the look of this game then check it out at:
    www.devil-pig-games.com/en/ga...
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Комментарии • 12

  • @robertcampbell1170
    @robertcampbell1170 2 года назад +2

    Man, this was like watching a movie! Excellent work, thank you for filming this!

  • @NostraDunwhich
    @NostraDunwhich 5 лет назад +5

    Another great job. Really like the way you are indicating targets and making the flow of the game visually easy to follow.
    One rules nit to pick, though...
    You did not do the destruction of the truck wreck quite right. The template has the Destruction ability, but that lets you roll a number of dice to possibly do damage to the structure.
    Destruction (p. 15): To determine if the Structure takes Damage, roll the number of dice indicated on the Special Ability symbol. Each result of 4 or higher adds 1 Destruction Point to the Structure...If the total Destruction Points on the Structure now equals or exceeds the value of the Structure, it is Destroyed.

  • @flipmoviemaker
    @flipmoviemaker 5 лет назад +3

    Thanks for the video. I need to get this game to the table again.

  • @mangoman9290
    @mangoman9290 Год назад +1

    Great batrep!

  • @SemperFidelis903
    @SemperFidelis903 5 лет назад +3

    I don’t know if I asked this, but it seems like you don’t use suppressive fire special ability much for the Marines, Is there a reason why?

    • @geetee9940
      @geetee9940  4 года назад +2

      It varies, I do generally prefer to try to damage the Orks if possible rather than suppressing them, but if I am going to assault a unit and it's going to be tough to beat them, then suppressing fire makes sense. Suppressed Markers are good for subsequent assaults, but they don't affect subsequent firing action because the enemy don't roll a die in that case.
      And then, of course, one Suppressed Marker is removed from each Unit in the Supply phase, so unless you are aiming to slow down the movement of the Orks then putting a Suppressed Marker on a unit and then not assaulting it often seems a waste to me if it is going to be removed shortly after. I guess if you can put down multiple Suppressed Markers then it might be more worthwhile generally. Although, since all bonuses, both positive and negative are doubled when doing Suppressed Fire, I sometimes find it's not always that much better than just firing, since Ultramarine firing is often pretty good.
      How have you been using the suppressive fire ability? Do you primarily use it to slow units down, or to aid in assaults? Do you manage to often give more than 1 Suppressed Marker? I'm curious because I'm sure there are new things I can learn about playing Ultramarines (and Orks).

    • @SemperFidelis903
      @SemperFidelis903 4 года назад +1

      @@geetee9940 I use it a lot more now than when I first started as my opponent is canny in denying my units shots that don't have at least one or more negative modifiers. If I can do more than 1 suppressed marker, I generally try to use that rather than go for damage. I often use it when the odds of damaging the Ork unit are great. If this is the case, I choose units who have not activated and have orders so I can at the least limit their movement and combat when they do activate later.
      I also try to take grenades with every squad as you can effect more than one unit, which is handy as you are often outnumbered by the orks. Marines often do not get enough orders to shoot everything each turn, but the orks get to move everything each turn. The closer they get, the worse it is for the Marines.

    • @SemperFidelis903
      @SemperFidelis903 4 года назад +1

      @@geetee9940 I also believe you have are wrong on suppressive fire and modifiers. Only the attacker doubles his attack value and all bonuses. You do not double any negative modifiers as they are not a bonuses.

    • @SemperFidelis903
      @SemperFidelis903 4 года назад +1

      Whoops, I meant, "I often use it when the odds of damaging an ork unit are NOT great."

    • @geetee9940
      @geetee9940  4 года назад +1

      I checked the Devil Pig Games forums on this point and you do if it is a fire on the move bonus, which you have to subtract from the Combat Value before you apply the doubling (see pg 30 Firing Actions section).
      So a Tactical Squad doing suppressive fire on the move will have +3 for the Combat Value, but -2 for fire on the move, so usually they would be attacking with +1, but with suppressive fire it is +2, calculated by [(+3 -2) * 2], not +4, calculated by [(+3 * 2) + (-2)]. Which way have you been calculating that?
      Also remember that to put 2 Suppressed Markers on the target, then you have to get double their Defence Value including bonuses, so if a Sluggaz unit (DV=4) is in cover (+1), then you need a score of 10.