What’s in a name? Free Cities Draft part 1
5 years ago
This blog was once about my 40K Eldar army, modeled in conflict with the Tau. It has grown into my hobby home on the internet. Basically that means anything I do from a gaming standpoint is written about here.
WWX Rule Note / Commentary: The scenarios in the rulebook all indicate an intention for a 6
WWX Rule Note / Commentary:We would have done better realizing Ringo's rule earlier in the turn as it would have changed some of how things played. As it was, we both did not realize it until the end of the turn so we just adjust Ringo to where he should have been and moved on.John spent the turn taking shots at Cunningham trying to take him down. Billy, Ringo, Simon, and Jane all snapped off shots and burned through a fair amount of my influence before John's attacks were exhausted. On the bright side for me, I was able to make enough armor rolls to successfully keep Cunningham alive.
WWX Rule Note / Commentary: Feedback from the battle reports and the podcast indicated that John and I were playing a much deadlier game than we should have been. I discussed in the previous battle report our misunderstanding on Lethal Hits. This was the first game where we played it correctly and it made a big difference to how the game felt. The results came out the same but the hit's felt much "softer" than in previous games, making the overall game feel less deadly.On the right side of the board I tried to reposition my brave to bring some threat to John's models over there. To be fair, one brave was not a huge threat and even Walk's hiding around the corner did not appear to be a deterrent to the shotgun moving up the board. Jane took some shots at the brave, dumping some damage on his but not killing him.
WWX Rule Note / Commentary: The scenarios in the rulebook all indicate an intention for a 6' x 4' table to play on. John and I are playing at the $750-point level of game as we both prefer skirmish style games. Neither of us have vehicles and our only light support are the infantry style light support. We have kept to the 6'x4' table size so far but are finding with each game that the games are playing out within a 4'x4' space very comfortably. I suspect I might take a hand at rewriting some of the scenarios in the future with the board moving down to 4'x4' as one of the changes.I fielded the same posse I have been bringing to learn all my games with. It's working for me, and is especially delivering to my expectation of being fairly balanced and good for learning. You can see pictures of the posse in the previous blog post.
WWX Rule Note / Commentary: Since this game we found out that the tool we have been using to build our posse's actually had the wrong price/hiring cost for River. The tool was using the price on the website, which does not match her higher price on the release card. River actually costs $125-points to hire instead of the $95-points. This put John over on his list, but no worries there as my lists are over as well.
Cunningham went first which dropped the smoke and pulled out the "on the lookout" shot from the sniper. The shot missed and I was able to move forward them burn some more influence to place the smoke back into an advantageous position. Continuing my simultaneous activation, Sky Spirit jumped back to the center of the smoke and unleashed a long range shot at the sniper, killing him. He then proceeded to take his ROF 3 shot and spread the damage out across two hired hands. Sitting Bull activated at the end of the sequence and moved forward, engaging two hired hands on the right side of the board. He proceeded to bite the head off one of the hired hands who (due to Wolf Blood) activated and shoot and kill one of the hired hands on the left side (near Sky Spirit). Sitting Bull then shifted slightly and bit the other hired hand with his full AP of attacks, killing her and having her unload her full activation of shots into Billy. I was very satisfied with the turn at that point.WWX Rule Note / Commentary: Dark Council members are effectively immortal but have a limiting rule built into their function. They must activate first, which limits the "acting model" activations to 2 non-dark-council models on the first turn opposed to 3.
WWX Rule Note / Commentary: We have since discovered that the game is far less dangerous that we have been playing. We were playing that a "Lethal Hit" could only benefit from the armor roll if that armor roll was a "Life Saving Dodge". We have discovered this is not in fact correct, even with a "Level Hit" a model still gets their armor roll, the "Lethal Hit" only negates in-built armor on the card.On the left side of the board things side of the board John was having far more success, moving up and shooting at my braves to drop some damage on them. He dropped one brave and damaged the other two. Walk's moved around the house and killed off one of his bandits before moving back to safety. My braves took some wild shots that were mostly ineffective. The biggest moment of the left side of the board was when I realized that per our understanding of the rules for "On the Lookout" I could place any model on the lookout. As this allowed the model to use 1 AP out of sequence during the opponents turn, I could combine this with River and Walk's to some use. Both have the "Living Spirit" rule which says they cannot be seen outside of 8 inches. Each has a walk of 7 inches and a melee range (for their nastiest weapons) of 1 inch. This means River or Walks could interrupt a model shooting at them to walk forward and then attack them with a single strike before they get to shoot. Most times this is enough to kill the model the girls are attacking. This in mind, I placed River "On the Lookout".
WWX Rule Note / Commentary: First, when deploying in WWX you can choose to deploy your models as if they had taken the "Taking Cover" action (where applicable) prior to the start of the game. Additionally, in this scenario the player who sets up second ends up going first. This meant that with the small number of models I not only had the advantage of seeing where John deployed his models, but also had initiative on the turn.
WWX Rule Note / Commentary: I would come to learn about the value of smoke bombs in future games. Cunningham has smoke bombs and these are critical to allowing the Warrior Nation close combat monsters to move up the table and be effective. When you combine this with Sky Spirit's Spirit Aim ability it becomes huge.
WWX Rule Note / Commentary: Speaking of Sky Spirit, you'll notice his positioning in the picture above.... namely right out in the open. Sky Spirit has an ability called Spirit Aim, which effectively means the positioning above is completely useless and a bad tactical choice. Spirit Aim allows Sky Spirit to target without having LOS and with no negative modifiers to his shot. It took me 3 turns to realize how to use him right. There are some key elements of WWX that work different from other games and can be misleading when your playing it.
WWX Rule Note / Commentary: The way that John and I used influence on the initiative roll is completely the wrong way to do it in the game. After the game we asked the question on the WWX forums and had the developer help us learn how to do it correctly. Basically, each player can add their remaining influence to the initiative roll. After deciding how much influence to add, both players roll initiative. The player losing initiative can then reroll their dice as many times as they have influence, until they decide to stay on a roll. Once they choose a roll to stick with any remaining influence is lost. At that point the other player can re-roll up to the total influence they added to the roll. Once they choose to stay with a roll they also forfeit any remaining influence. If the initiative rolls are tied at that point then both players re-roll until the tie is broken, with that roll being the final result.