Just curious, has anyone attempted to play this yet? If so, how did it go and would you recommend it?
Grand Army mode 1600pts
Ive gotten 2 rounds of a grand army game in. Its fun but extremely time consuming. Im working on a team grand army game. I feel its worth trying at least once.
Personally I prefer to play Armie Grande games. It just plays so much more... continental.
My friend and I played four rounds and it took about an hour a turn. I had 16 activations and he had 19, was a hard slog. Characters get cut down easy due to the amount of firepower you have. It was worth a go and I was surprised at how little I could take as I played two atst and didn’t have any points left for speeder bikes . I’ve done it once, would I do it again . . No . Takes to long and was rather boring towards the end. Was great to see six units of storm troopers all together
24 minutes ago, Steelgolem said:My friend and I played four rounds and it took about an hour a turn. I had 16 activations and he had 19, was a hard slog. Characters get cut down easy due to the amount of firepower you have. It was worth a go and I was surprised at how little I could take as I played two atst and didn’t have any points left for speeder bikes . I’ve done it once, would I do it again . . No . Takes to long and was rather boring towards the end. Was great to see six units of storm troopers all together
Cool ?
I've played up to 1200 points or so. It's fun, and different. But some of the mechanics break down a little. It is time consuming. And activations become overwhelmingly random. When you can designate at most 20% of your units with orders it becomes a different game. Still fun, but I haven't really figured out the dynamics and whether it's better or worse. It's just something that I don't think I often have the time for.
Would it be worth house ruling to double the amount of orders that can be issued to help prevent the huge randomness of it all.
1 hour ago, DarkTrooperZero said:Would it be worth house ruling to double the amount of orders that can be issued to help prevent the huge randomness of it all.
Yep, I came to the same conclusion. Either double, or simply +1 or +2 to the number of activations, always.
9 hours ago, Steelgolem said:
Characters get cut down easy due to the amount of firepower you have.
Perhaps always taking Guardian would help? And careful management of LOS? Agree it’s a problem but there might be ways to mitigate it.
On 10/17/2018 at 4:01 AM, ellhaynes said:Yep, I came to the same conclusion. Either double, or simply +1 or +2 to the number of activations, always.
Perhaps always taking Guardian would help? And careful management of LOS? Agree it’s a problem but there might be ways to mitigate it.
Doesn't seem like anything to mitigate. Sounds to me like that's a feature not a bug. The bigger the engagement, the less the might of lone heroes matters. Ditto the activation randomness: it's the fog of war.
Edit: You obviously would try to mitigate these effects as a player during the actual game, if makes you lose a lot. I just mean it doesn't need to be "fixed" in the rules.
Edited by TauntaunScoutOn 10/17/2018 at 2:53 AM, DarkTrooperZero said:Would it be worth house ruling to double the amount of orders that can be issued to help prevent the huge randomness of it all.
Wouldn’t it be easier to just include Improvised Orders in your list? I know it only works once per round, but played at the right time...?
I did play in a 4 player (800pts each) game, 2 Imps vrs 2 rebs. It was fun, but got bloody fast. We were not able to finish because of time, so don’t play unless you have a lot of time. But I guess a 4 way is very different than one vrs one since each player was responsible for and could only control their own troops. Each side was aloud to strategize with each other and talked before we played command cards or activated. I do recommend playing 2 on 2, though, it is a lot of fun.
Just give everything an HQ Uplink.