Lead Adventure Forum
Miniatures Adventure => Gothic Horror => Topic started by: Saucy Jack on 19 March 2014, 10:03:35 AM
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Chris and I continued our campaign play with the Supernatural Branch attempting to rescue Police Constable Jones from the clutches of the Sons of the Empire.
Read this detailed skirmish report on my blog: http://londonbymidnight.blogspot.dk/2014/03/eotd-skirmish-report-prisoner.html (http://londonbymidnight.blogspot.dk/2014/03/eotd-skirmish-report-prisoner.html)
(http://4.bp.blogspot.com/-nyQJxaMIiU0/UyloCmQV89I/AAAAAAAAAeM/ycADYI_xZQc/s1600/20140318_194409.jpg)
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I just got a copy of the book this week, and hope to pick up some minis next month at Salute.
Very inspiring stuff!
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Saucy Jack,
To lessen the effect of ranged weapons in the game, I modified the range modifiers. Instead of giving a +1 for short (which I think is bad, game-wise), instead it's no modifier (+0) for short range, -1 for medium, and -2 for long. This is more consistent with how most rules sets do this (historically speaking), and besides, makes things harder to hit. In reality, people don't hit as much in real life under stress, etc. (even point blank). Thus it also allows for a little better chance to close as well.
One thing I have not modified (yet; still undecided) is the range for pistols. I think 18" max is too much. Instead, I'm toying with the idea of 3"/6"/12", but I have to see how that affects other ranges of some non-rifle things as well. Not totally sanguine on this yet (yet!).
Note that I also only have one type of pistol -- STR 4 -- there is no Light or Heavy pistol, just "Pistol". I got rid of STR 5 for a pistol, as that seemed over-balanced as compared to a rifle or such (which should be a better impact). Now that said, I know there are smaller "pocket pistols", but IMHO these should be STR 3 for knuckleduster or derringer types. I didn't want to fiddle with this, so just kept one pistol (like one Rifle), and this lessened the killing power of it, which again, helps stop the ranged killing. :-)
Anyway, my few tuppence, for what it's worth.
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Thanks for your suggestion ecwcaptain :)
As such I don't have any problems with the pistols, but I do agree that 3/6/12 perhaps would be better suited - especially since my gaming table is 3 x 3.
The problem for me is:
1) The range of the hunting rifle - basically 12 inches longer than my gaming table!
2) Template weapons ignoring cover and no Marksmanship roll
The biggest problem for me is the extreme difficulty you have in getting models into melee. Since this can only be done via Charge and a Charge can only be done via LOS and in a straigth line, means that you will normally require one turn to get into position - and thus leaving yourself exposed to ranged combat for the would be target. Next round you could then Charge, but the enemy could just as easily have moved out of the Charge lane and then fired a shot a you. So you would need another turn to get into position and the enemy could perhaps do the same again. Basically it would be easier to just shoot.
The rules changes that I am thinking about is to remove the "not within 1 inch" rule and to give each melee weapon a reach of 1". By doing this I think it will be easier to get into position and easier to Charge since you don't have to be in base contact.
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I've played 10 campaign games with a Lyacon warband and found close combat is mainly a matter of winning the initiative. You move into position in one turn and either win the initiative in the next turn and charge. Or you loose and get gunned down. This makes the game very random. It's usually one or two initiative rolls that decide the outcome of a games.
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I've played 10 campaign games with a Lyacon warband and found close combat is mainly a matter of winning the initiative. You move into position in one turn and either win the initiative in the next turn and charge. Or you loose and get gunned down. This makes the game very random. It's usually one or two initiative rolls that decide the outcome of a games.
We play with alternating activations - basically activating one model at a time.
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When do you fight close combat, at the end of a models activation or at the end of the turn?
The trouble I have with alternative activations for EOTD, especially in campaign modus, is that warbands can vary a lot in size. I've played with 12 models vs 6-8 models several times and with alternative activation the larger warband can outmaneuver the smaller one with ease. I've tried it once.
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Caveat: Do not own or play EOTD so this may help or make worse.
We used this rule with the Dirtside 2 Alternate Activation system. When the side with fewer units (figures here) aka the smaller force is to activate and the larger force has more than two units (figures) more than the smaller force to activate then the smaller force may require the force with larger number of units (figures) to activate a unit (or units) until the larger force has either only two more units to activate than the smaller force or the smaller force chooses to activate a unit.
Gracias,
Glenn