Sunday, 24 April 2011

District Alterations

Not really many, though some one is stuck in the GW logic of game play.
Not me, but my play tester.
So used to playing large board skirmish games he forgot where he stood in tiny board skirmish games.
Most games have taken no longer than 60 minutes.
Some tweeking has been done with the game, alterations to weapons.

Though the rules on AIM now become slightly questioned, possibly out of very little sleep.
The general issue is a simple one, with certain games, you have to roll your  dice equal or over a number which when added together equal 7. For any one who plays this game that hadn't worked this out look at the rolls you need minimum and add them to the skill of the shooter is add's up to 7.

District does not work this way.
AIM is the firing mechanism of choice, and in order to hit you must roll higher than your aim in order to hit the target, so very simple on D12 you need to roll 7 to hit with a basic human who has an AIM of 6.

If your shooting at a target 6" less away you gain +1 to the dice roll.
So when firing at character A you roll and get 6, then add the 1 making 7 well that is a hit.
Weapons have recoil, not all but a fair few of them. Ranging from 0 to -4 depending on the power of said weapon.

A6 needing 7 still to hit. but what ever you roll is at a disadvantage as the weapon kicks you back sending the shot off course slightly. so if you roll the D12 and get 7 you have to remember to take away what ever the modifier is on the dice roll.

So the question was why don't I use 13 to hit. An the answer to this is simple, every roll should be over a number on the profile.

so close combat to wound you have to roll over your opponents DR which is an average of 6. but you can add the weapons Attack value to the dice roll.

Hitting in hand to hand you have to roll over your opponents Agility, which is also an average of 6. Meaning you need a 7 but yet again you add to the dice roll your character base Attack, which on average is 2, as humans have 2 hands.

Saving against shooting once more roll over your armour value. Which can be difficult as armour ranges from 6 to 12. Though any roll of a 12 is always a pass, this means even targets without armour can make a save, as long as the weapon does not had a minimum armour penetration.

Wounding with a gun also works on the same principle of hand to hand wounding but you only take one wound from a bullet.

And with only have a squad of no more than 5 characters on the board at any one time every character can take multiple injuries.

So there we go district in a small nut shell.

Well there is one odd rule, template weapons, you roll under your agility to get out of the way as template weapons always HIT.

That is it for now expect the pre release rules shortly.

District Battle Report #1 A Dock Contested

Game Lay Out.
The idea was to take and hold until the end of the turn.
each play started off the board and on the first turn would bring them on.
As the game plays out in phases per character this makes for an interesting start.

Andy lost the roll and so I decided he would move first.
Turn1:
He decided that his flame thrower sparky would enter first. Though using cover to mask his approach.
My first Choice to enter was X Defence Force and Now lead Trencher Morran, armed with his custom rifle and the best armour presently in the game he marched down the centre of the board in attempt to be the first to hold the square.
1st turn carried on with the rest of our selected characters some from the rookie selection some from the existing characters. they took positions and turn one ended, no dice rolled no shots fired.

The scene was set, a coalition of Welders and Callmon were to try and take this dock before the Trenchers could get there. This would help both groups with trade and was vital to each group.

Turn 2:
Andy Phase 1:
IX9 needed a better vantage spot to bring his deadly torque bow into action, though from the ground he would be hampered with scenery covering his view, scrambling to the roof of a near by he sat and waited.
Dave Phase 1:
Morran looked around, and out of the corner of his eye could draw a line of sight to Lazarus, the custom rifle in hand raised and squeezed the trigger. THUD the round connected with Lazarus, the smoke cleared and all Morran could see was Lazarus wiping the spent shell from his armoured chest plate.
It was a good shot, needed a 6 to hit and got a 9, then needed a 2 to wound, made that with another 9 the D12 were on my side, Andy collected his dice knowing he needed to reach 9 to save Lazarus from this impending wound and managed to roll 9. Slightly gutted, but will get him soon I thought.
Andy Phase 2:
Sparky steps out into the street, opens fire with his flame and manages to get 3 trenchers into the funnel of molten flame.
Dice roll and 2 of the trenchers get a bit scorched but thankfully Morran is a little harder than an average Trencher and the flames was over him.
I attempted to save but the dice had left me and was left with low rolls, both Trenchers taking wounds.
Dave Phase 2:
Harel annoyed at this decides to charge sparky, hurling into him flat out colliding and dragging him to the floor breaking Sparkys neck..
I was so lucky here. 11" run, directly into Sparky. If you charge a model and the distance if further than your Agility (Most AG are 6) you hit with more force giving a first strike attack, before combat begins, it is only a single attack, I got lucky and hit with my dice then I got even luckier when rolling to wound and pulled managed to get a 12. 12's are lucky and will cause instant death when wounding.
Andy Phase 3:
Farmer is with in range of Harel to attack, but too close to charge. This resulted in Farmer starting combat with Harel. The combat was brief, but resulted in both characters killing each other.
Dave Phase 3:
F Jones wandered forward looking for a vantage point.
Andy Phase 4:
Lazarus realising he has the shot on the 2 remaining Trenchers opens up with his Twin Torches, firing fuel and fire into the air.... FWOOOOOSH the fireball erupts turning Smith to Ash, and lashing onto Morran who is once more saved by his Defence force Armour under his Trench Coat.
Both Phase 5:
Remaining characters move to better positions.

Turn 3:
Andy / Dave Phase 1:
IX9 is now in a position and has agility points to fire, and as Morran is the most viable target lets rip with his torque Bow.
The resulting hit pins Morran to the floor, resulting in Dave Phase 1 being wasted while Morran rips the arrow from his leg and stands back up.
Andy Phase 2:
Lazarus moves forward to get a better shot on F. Jones. The dice is rolled and its a 1! Lazarus is now sat in the open trying to unjam his torches,
Dave Phase 2:
More climbing and J. Jones attempts to make it to higher ground.
Andy Phase 3:
More shambling from VI6 as he heads to wards his target.
Dave Phase 3:
F. Jones moves to get a batter shot at Lazarus and with an almighty thwack the round pass's through his armour.

Turn 4: the last turn!
Andy Phase 1:
Lazarus retaliates but the fireball is not strong enough to harm F. Jones who wipes the sweat from his brow as Lazarus run into cover.
Dave / Andy Phase 1/2:
Morran seeing VI6 takes it upon him self and charges this cybernetic monster, but miss's tripping over his feet. But combat ensues, with VI6 taking some damage but managing to rip Morran in half once more.
Andy Phase 3:
IX9 turns his bow to J.Jones this is a harder shot he is above on the walk way. The shot hits and Jones drops to the floor bolt through his shoulder. Armour failed to save him.
Dave Phase 3:
J. Jones removes the bolt from his shoulder and slumps to the ground not know what will happen next....

Turn5:
Andy being first now has to roll a dice to see if the game carries on, needing a 6 on D12 the dice is rolled and a 5 is the result, this ends the combat. the 2 remaining trenchers are positioned along the centre line of the board while 3 Callmon are also in contesting positions.
Though the game is declared a Win to Andy as he has taken down one more person but on the grounds of who controls the docks its still very much still free to fight over.











Game Length 60 minutes.
Scenery By Final Gamez.
Models mixture of Heresy & Final Gamez.

Wednesday, 20 April 2011

District Section

At the moment the district section is laid out in 3 different menu ways.
http://www.final-gamez.co.uk/district/district_regions.html regions has the sub menu on the right.
http://www.final-gamez.co.uk/district/district_traders.html traders has the sub menu to the left.
http://www.final-gamez.co.uk/district/district_gangs.html gangs and groups has its layout over lapping.
I originally laid the whole site out with the over lap, though  after a few days of looking at this I came to dislike it as it was a lot of clicking backwards and forwards.
This in itself gets on my nerves so why I would use it was confusing in the first place.
So I have redesigned it and though the traders menu option would be the usual one to use by most I personally feel the regions one looks neater.
But am leaving it up to viewers. Though if I don't get feed back will just do what I feel like I guess, with feed back will think hard about it all.

Wednesday, 6 April 2011

06/04/11

New Final Gamez Site is now live.
Updated and removed a lot of clutter.
All nice and shiny enjoy :)