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WARP RIFT
ISSUE 24
HORIZON
THE BATTLEFLEET GOTHIC NETZINE
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FROM THE NEXUS PUBLISHING HOUSE
Warp Rit is not endorsed, nor does it endorse, Games Workshop, and it is not an oicial publication of Games Workshop. Any words, phrases or images are
used without permission and no challenge is intended as a result of such a usage, including the use of these words, phrases and images without the appropriate
symbols of copyright. Additionally, these pages – including content, design and images – are copyright (except where copyright should infringe other such
rights). Licensed names, images and logos are copyright their respective companies or authors. No part of these pages may be ‘borrowed’ or reproduced, and no
articles or rules should be considered ‘oicial in any way.
PLEASE REGISTER YOUR SUPPORT FOR THIS PUBLICATION.
DOWNLOAD YOUR COPY DIRECT FROM THE OFFICIAL WEB SITE, AT:
WWW.EPIC40.CO.UK/BFGMAG/
DISCUSS AND TALK ABOUT WARP RIFT AT THE FOLLOWING LOCATION:
WARP RIFT FORUM
READ THE WARP RIFT BLOG FOR NEWS UPDATES AND EXTRA MATERIAL HERE:
WARP RIFT BLOG
+++ SUBMISSIONS +++
+++ WARP RIFT PUBLICATION TEAM +++
All types of article are desperately needed, to keep this publication alive. In some cases,
submission includes inclusion on the web site at: www.epic40k.co.uk, or through www.
tacticalwargames.net. Please include a note with your submission if you would like this
clariied. Submission via e-mail implies approval for publication.
Roy (Horizon) Amkreutz
Void Stalker II
Iain (Cybershadow)
Watcher in the Dark
Ray Bell
Admirality
Reg Steiner
Tyranid War Veteran
SEND YOUR SUBMISSIONS TO:
Davide ‘Kratz’ Ferrari
Warmaster
horizon@epic40k.co.uk
Jack Watling
Magician
or
warprit@epic40k.co.uk
CREDITS:
Cover Picture
Jack Watling
SEND YOUR BATTLE REPORTS TO:
Additional Graphics & Pictures: Phoenix-06, Egptoid-blogspot, Jack
Watling, Roy Amkreutz, Mechmaster, Lord Chronos
Davide@epic40k.co.uk
WARP RIFT • ISSUE TWENTYFOUR • MAY / JUNE 2009
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+ OPENING A TOMB +
+++ WARP RIFT BLOG +++
ISSUE TWENTYFOUR – CONTENT:
Welcome,
You can check out our blog at the following
location:
ENCYCLOPEDIA GOTHICA
And inally I can announce the new location of
Specialist Games:
http://www.sg.tacticalwargames.net/
Necron essay
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http://www.players.tacticalwargames.net/tiki-
view_blog.php?blogId=10
WoT - for standard games
6
Heavy escorts
8
And the forum:
http://www.sg.tacticalwargames.net/forum/
+++ WARP RIFT FORUM +++
SHOWCASE
Battleleet Limante
9
Hopefully we will see an access to the old data
very soon but that seems to be a real problem.
Check out the Warp Rift forum at:
http://www.tacticalwargames.net/forums/index.
cgi?act=SF;f=89
HIGH ADMIRALITY
With Warp Rit I can bring you another host of
great articles. he High Admirality gives us a view
on torpedoes while Reg Steiner tries to clarify
some points on his simultanuous movement and
combat system.
Warp Rit staf members Reg and Ray are
responsible for the Encyclopedia section, talking
about Necrons, WoT and escorts.
Torpedoes
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+++ GOTHICOMP 2009 +++
TACTICAL COMMAND
A: Simultanuous movement
14
GothiComp 2009 is up an running. You have untill july
31 to enter your submissions to this online painting
competition.
OFFICER’S MESS
A Tyranid War Chapter 10 pt.1
15
In the Void Stalker section we have the hidden
scenario from the Project Distant Darkness -
revival - ruleset. I felt it a good time to publish
as the irst supplement to the Project, called ‘he
Art of Command’ is being geared towards a late
summer release.
Here is the email adress for your submissions:
comps@tacticalwargames.net
VOID STALKER
Falling Down
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Looking forward to see all the glorious entries! For a
full article on GothiComp check out Warp Rift 23.
THE FORGE
Horizon
Ordnance markers pt.1
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And a special thanks to Rodrigo Barbera
(GothiComp 2005 conversion winner) for making
the wonderful markers in the Forge available.
Next issue even more markers!
THE CLOSING PAGE
Fire Everything
38
http://phoenix-06.deviantart.com/gallery/
at your service,
Horizon
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NECRONS IN BFG
BY REG STEINER
Answering the question: “What do you think
about … “ is a walk in a mineield for everybody.
However, having been asked, I will try to eventually
make a point. First, some background, as I build
around my ideas.
with ‘layers’ of critical hit damage from swarms
of hit and run attacks, added a most unwelcome
dimension to the games. Who wants to take part
in games where one player has no chance at all?
We were all back to our Eldar, Ork, Imperial, and
Chaos leets very soon. he Necron models we
built never let the box.
on Nova cannon numbers, and the ‘oicial’
alternative to guessing ranges. Also, no restrictions
on ‘carriers’ in play. Arguments about ‘arms
races’ lost out to the idea that empires adapt or
die. Meaning that whatever was necessary would
be sent to battle such a dangerous enemy as the
Necron proved to be.
Starting with the Battle Fleet Gothic magazine
#2, everyone including myself wanted to try this
alien leet for size. Everyone wants a tough as nails
force to game with, whatever game. he Necrons
looked nasty, as introduced. But our group was
unable to get our hands on models. Local stores
had no interest in an unknown product to attempt
to sell, having been ‘stuck’ with unpopular new
releases before this. We decided to build our own.
I had written some iction, describing rather more
simplistic ship designs, that our gang wanted to use
as a ‘test medium’ for Necron leets. he ‘same as’
rule can cover a lot of options we had to consider.
When the Armada book came out, we quickly
found where some weapons had been dropped from
Necron ships, and a couple of other minor changes.
Speed, of escorts, was unchanged. At 50cm move
each phase, they had no fear of Imperial ordinance,
which plods along at a mere 30cm per phase.
Necron Escorts just ‘buzz around’ any assault boats
that might eliminate them. So layers of critical hits
still pile on any Necron opponents. With all the
debate about “too powerful” Nova Cannon, and
the resulting attempts to restrict Nova cannon
use, and other ordinance use as well, what means
is there to counter Necron abilities? A Necron
escort that conducts hit and run attacks has a clear
ield. he Necron vessels in the Armada book still
‘turned of ’ players in our group. You could bring
Necrons to a game session, and everyone would
admire the paint work, but nobody is going give a
Necron player a game.
Ater several games between those two (I had to
referee - my ‘luck’ with Nova cannons cursed me.),
the results were as predicted. A lot more Imperial
irepower had to be brought in, for the Imperial
player to gain a victory over the Necron. he ability
to pile on the critical hits with impunity, from hit
and run attacks, remained a game spoiler.
In another essay, I told of this group’s piratical
desire to board and take possession or enemy ships.
he boarding actions versus hit and run rules, I
drew up, grew out of collective dissatisfaction with
the very concept of hit and run attacks, as outlined
in BFG.
he last straw was the disengagement rules.
Everyone else faces destruction. he Necron
merely sail away, unimpeded.
he inal judgment of out group was that the Necron
leet was not worth purchasing. Too powerful, as
written. We did not wish to waste hard to come
by cash for a leet other players refuse to compete
against.
he Necron leets were speedily built of balsa wood
and Styrofoam, with an eye toward making cruiser
sized vessels near the size of Imperial cruisers, and
battleships nearly the same as Imperial battleships,
and so on. he ‘battle stations’ we created were
unlike anything in any source material from GW.
hey did help to amplify the resulting situation,
however.
Very shortly, no one wished to contend against
Necron ships or leets. Even without the
too-powerful battle stations included. he
combination of weapons, defense, and speed could
not be overcome. Psychic attacks, cutting Necron
opponent’s chances of return attacks, coupled
Too many negatives added up. Alternating turns
ampliied the disparity, with no way to respond to
the damage heaped onto one’s forces, because it
isn’t your turn yet.
I did talk two fellows into a game or two, using
unmodiied rules. hat is, no Imperial restrictions
So there is the problem. Even I see no use in playing
against a Necron leet. he chance of success is too
slim for any enjoyment.
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return ire, and still have a Necron ‘victory’. he
scenario conditions need be met, not just victory
points from an early hit, and disengagement to win
games. Of course not all scenarios can be won this
way, but an interesting number of Necron players
know which ones to play. Make the disengagement
rule costlier for the sake of the over-all game
community.
All this leads to the question: “How would I bring
the Necron vessels into the game?”
Assuming that the original rules are used, without
house rules governing Nova guns and ordinance,
some re-design of the Necron leet is needed. I
hesitate to get into re-design, but to get the Necron
ships ‘out of the box’ and into games, things can’t
be let as is.
remaining.
With these changes, the nuts and bolts of using the
Necron leet will be easier for everyone to digest
and use. And game against.
I have to re-state again that the Nova cannon and
carriers of ordinance need to have the artiicial
restrictions removed altogether. If a Necron leet
player wants to actually achieve some goal other
than shooting up the enemy leet, then the gauntlet
of some early hits must be run, and without
‘disengaging’ with the irst damage sufered.
Eldar and Dark Eldar players already have the
means to give a good ight, and with the above
changes, even a better chance of crushing some
Necron pyramids. With irepower repaired and
restored to the Imperial players, and so a greater
chance in most scenarios, hesitation to take on
Necron leets should fade. Ork players may even
refrain from ram attacks only, and try other ways
to ‘lay the guns on’ Necron ships. Could happen.
hird, ‘Psychic’ attacks. With all the ‘psychic’
attacks and defenses all over the 40k gaming
landscape, why is this one indefensible? he
command check part is insuicient. he reference
to all ordinance being destroyed is interpreted
to be all the time, even if the sepulcher is in use
against another ship. I would drop the reference
to the sepulcher, altogether. Or design a defense
ships can bring to the battle. Every race has
psychic attack ability. Some attempts to use Ork
weird boys in BFG failed the test of playability, as
well. Easier to drop the whole ‘psychic attack’ idea
from BFG, says I.
First, top speed for Necron escorts should be 40cm.
Personally, I feel this is too fast still, but making
a race ‘distinct’, and not just re-hashed, reworded
Imperial weapon types and ship types, requires
stretching playability just a little.
I stayed away from tinkering with the ‘weapons
attacks’ parts of the Necron leets, because the
above changes should remove the most irritants
from Necron games, and dealing with a lot of
deadly irepower is supposed to be part of the
challenge.
Second, drop the ‘Hit-and-Run’ ability for an
escort class ship. If ighting for possession of the
ship is beyond BFG gamer’s willingness, then give
this escort a nasty torpedo style mass-driver attack.
Or drop this type altogether.
he “portal” attack from the largest Necron ship
should remain, but make a “Boarding Action”,
not a whole series of ‘hit-and-run’ attacks (5 ?!?).
his “Boarding Action” would still be restricted
to attacks on enemy ships with less than 6 points
Fourth, make ‘Disengaging’ more costly for Necron
players. If it is a ‘last resort’ because of penalties,
careful planning and escape at just the right
moment will not win games for the Necron gamer.
A real battle with real losses from destruction must
be risked. A careful study of the victory points
and conditions will show how current players of
Necron leets can get in the irst turn of damage on
the enemy, and ‘fade out’ before any opponent can
Or let the Necron fade back to sleep for another
million years.
Reg.
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