Post by moonsammy on Aug 23, 2007 14:28:12 GMT -5
As far as the scenarios at Gen Con Indy went, I played in two of the tournaments and got totally hosed in one of them.
The first tourny on Thursday had Heavy Fog in effect for the whole tournament and a random rule that wasn't announced until after the armies were set up for each game. In the first round, the special rule was that no ballistic attacks could be made. This totally ruined my WH Kelswa drop, but I wasn't too worried as I still had a big hitter (CJF Loki) able to to ten damage on a pulse shot. I won the first round after capturing my opponent's Nova Cat.
The rest of the rounds of the tornament ended up with the same special rule: no close combat or special attacks could be made. As I was playing a CJF heavy army, everyone thought that this would upset me i.e. no MDFA, however the only MDFA mech I had was the CJF Hatchetman (and I can start a new thread debating the utility of this piece if I need to). Honestly, the no CC thing hurt me more.
Anyhow, long story short, I only lost to Mike (DragonDawg) so I guess I held my own in the tournament.
My problem was the tourny on Saturday. I had a WH/Merc army with a Merc Kelswa and a WH Kelswa drop, Spettro with Matt for a 25 Decoy, WH Vixen with Kelly and APM for a possible first strike, and Merc Faction pride. The special rule for this whole tornament was that whenever a piece moved, on a 1-4 the piece that moved along with any pieces that it ended in base contact with were dealt damage. Also, when making an assault order, the roll for possible damage had to be made after the move portion of the assault and before the attack portion; if the assaulting piece rolled a 1-4, the attack could not be made.
Whew! It's like this was specifically designed to waste my army! Every time I dropped a tank I had to roll to see if it took damage. My opponents ATVs were moving into base with my mechs and damaging them. I only stuck around for two rounds, but lost them both.
The first round I played a Refuge army. The player (didn't catch his name) was pretty competant, and Refuge might have been a bit tough to crack in an ordinary game. The problem was, my two light mechs just couldn't take the damage from moving, and Refuge (being an assault) basically won by being able to soak up moe dmage than me.
The second round was just as bad. My opponent was running two the the battle force Malices that could both soak up quite a bit of damage.
This tournament left me totally frustrated because both armies that I faced would have been dream opponents for me in a straight game. I was also frustrated because nobody seemed to understand how badly the scenario screwed my army! One guy, after seeing that I had quite a few WH units, went so far as to comment that I had a great army for the scenario, meaning that my units could take a click of damage each before getting worse. Of course, not being able to move my mechs, drop my tanks, or move my infantry formations without taking damage kinda ruined my plans.
I don't mind a surprise rule now and again, but one that so totally wrecks a specific army type is pretty rough.
The first tourny on Thursday had Heavy Fog in effect for the whole tournament and a random rule that wasn't announced until after the armies were set up for each game. In the first round, the special rule was that no ballistic attacks could be made. This totally ruined my WH Kelswa drop, but I wasn't too worried as I still had a big hitter (CJF Loki) able to to ten damage on a pulse shot. I won the first round after capturing my opponent's Nova Cat.
The rest of the rounds of the tornament ended up with the same special rule: no close combat or special attacks could be made. As I was playing a CJF heavy army, everyone thought that this would upset me i.e. no MDFA, however the only MDFA mech I had was the CJF Hatchetman (and I can start a new thread debating the utility of this piece if I need to). Honestly, the no CC thing hurt me more.
Anyhow, long story short, I only lost to Mike (DragonDawg) so I guess I held my own in the tournament.
My problem was the tourny on Saturday. I had a WH/Merc army with a Merc Kelswa and a WH Kelswa drop, Spettro with Matt for a 25 Decoy, WH Vixen with Kelly and APM for a possible first strike, and Merc Faction pride. The special rule for this whole tornament was that whenever a piece moved, on a 1-4 the piece that moved along with any pieces that it ended in base contact with were dealt damage. Also, when making an assault order, the roll for possible damage had to be made after the move portion of the assault and before the attack portion; if the assaulting piece rolled a 1-4, the attack could not be made.
Whew! It's like this was specifically designed to waste my army! Every time I dropped a tank I had to roll to see if it took damage. My opponents ATVs were moving into base with my mechs and damaging them. I only stuck around for two rounds, but lost them both.
The first round I played a Refuge army. The player (didn't catch his name) was pretty competant, and Refuge might have been a bit tough to crack in an ordinary game. The problem was, my two light mechs just couldn't take the damage from moving, and Refuge (being an assault) basically won by being able to soak up moe dmage than me.
The second round was just as bad. My opponent was running two the the battle force Malices that could both soak up quite a bit of damage.
This tournament left me totally frustrated because both armies that I faced would have been dream opponents for me in a straight game. I was also frustrated because nobody seemed to understand how badly the scenario screwed my army! One guy, after seeing that I had quite a few WH units, went so far as to comment that I had a great army for the scenario, meaning that my units could take a click of damage each before getting worse. Of course, not being able to move my mechs, drop my tanks, or move my infantry formations without taking damage kinda ruined my plans.
I don't mind a surprise rule now and again, but one that so totally wrecks a specific army type is pretty rough.