SDN BFG Campaign Briefing/Q&A Thread
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- 2000AD
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The map as it stands now:
Edited: Because i didn't read the roster list fully.
Edit: smaller
Edited: Because i didn't read the roster list fully.
Edit: smaller
Last edited by 2000AD on 2006-08-02 12:57pm, edited 1 time in total.
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So... Are pirates sending in their planets? Seems a bit quiet.
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Pirates live in the asteriod fields (or nebulas?) of systems, according to the rules they are absurdly difficult to locate; requring a ship to be observing the correct field while 5 ships dock there. Additionally eldar can move their pirate bases, making them even harder to locateStarshipTitanic wrote:So... Are pirates sending in their planets? Seems a bit quiet.
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I know, that's why I didn't say "post." I was wondering if they had sent NecronLord their choices.
"Man's unfailing capacity to believe what he prefers to be true rather than what the evidence shows to be likely and possible has always astounded me...God has not been proven not to exist, therefore he must exist." -- Academician Prokhor Zakharov
"Hal grabs life by the balls and doesn't let you do that [to] hal."
"I hereby declare myself master of the known world."
"Hal grabs life by the balls and doesn't let you do that [to] hal."
"I hereby declare myself master of the known world."
- Prozac the Robert
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I'ms ort of waiting to see where everybody picks before choosing a base. I guess I've seen as much as I'm going to now though. (I'm also waiting for a reply to a different PM from NL.)
Also: 2000AD, any chance of a slight shrinking of that map? It's a bit wide for my monitor.
Also: 2000AD, any chance of a slight shrinking of that map? It's a bit wide for my monitor.
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Done.Prozac the Robert wrote: Also: 2000AD, any chance of a slight shrinking of that map? It's a bit wide for my monitor.
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Can't say that I've noticed, no.StarshipTitanic wrote:So... Are pirates sending in their planets? Seems a bit quiet.
That is indeed an absurd rule, and I'd certainly not use it to replace the rulebook's rules.InnocentBystander wrote:Pirates live in the asteriod fields (or nebulas?) of systems, according to the rules they are absurdly difficult to locate; requring a ship to be observing the correct field while 5 ships dock there. Additionally eldar can move their pirate bases, making them even harder to locate
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You win a battle, and then claim them, in the normal rules. I wouldn't write the rules that way, but at least it's balancedInnocentBystander wrote:Question - how do we take unclaimed worlds? Land some troops, or is showing up with a cruiser enough?
In a way: You've got super-sneaky forgeworld equivalent. That represents the resources you get from normal piracy. If you want to do something drastic, like invading a world, you'd probably have to become a 'major power' for that, which necessitates being obvious. If on the other hand, you want to smash and grab everything in a world, win a battle, and the rules let you do that, basically.What about us poor pirates, can we benefit from unclaimed worlds?
Oh, also, on the topic of pirate bases, how do people feel about allowing a space hulk as an orky pirate base?
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I though the rules required landing of troops (purchased as shipyard) via ships with transport capacity.NecronLord wrote:InnocentBystander wrote:
Question - how do we take unclaimed worlds? Land some troops, or is showing up with a cruiser enough?
You win a battle, and then claim them, in the normal rules. I wouldn't write the rules that way, but at least it's balanced
No way. From reading the rulebooks I got that Hulks are large, very difficult to control and more or less used as WAAAAAGGGGHH! ferries. The fluff even notes that a Hulk should be captured back at all costs, even if it requires a full chapter of Space Marines. Hulks aren't the sort of ships pirates would want. They need small, fast, agile ships. Give them bases like everyone else.NecronLord wrote:Oh, also, on the topic of pirate bases, how do people feel about allowing a space hulk as an orky pirate base?
I'd say give ork players the option of being a pirate power, or a WAAAAGGGH power, which is 2000 points; and their first act is to grab a planet (with a hulk, perhaps?)
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Those would be the horrifically complex additional rules. I'm talking about the basic rules.InnocentBystander wrote:I though the rules required landing of troops (purchased as shipyard) via ships with transport capacity.
Yah. That's my reaction too, but apparently there's some GW suggestion out there that makes out like it's a feisable choice.No way. From reading the rulebooks I got that Hulks are large, very difficult to control and more or less used as WAAAAAGGGGHH! ferries.
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Oh... I thought were using those rules.NecronLord wrote:Those would be the horrifically complex additional rules. I'm talking about the basic rules.InnocentBystander wrote:I though the rules required landing of troops (purchased as shipyard) via ships with transport capacity.
That is a dumb idea, according to the fluff orks can't even control a hulk in the warp, they just pile in and 'hopefully' end up in a populated system. Giving them full control over a hulk is breaking the fluff as it is.Yah. That's my reaction too, but apparently there's some GW suggestion out there that makes out like it's a feisable choice.No way. From reading the rulebooks I got that Hulks are large, very difficult to control and more or less used as WAAAAAGGGGHH! ferries.
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Yeah, i thought we were playing the advanced rules Necron posted?InnocentBystander wrote:Oh... I thought were using those rules.NecronLord wrote:Those would be the horrifically complex additional rules. I'm talking about the basic rules.InnocentBystander wrote:I though the rules required landing of troops (purchased as shipyard) via ships with transport capacity.
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As a pirate base, the Orks wouldn't have any real control over it. It would sit in an asteroid field acting as a base with a load of ork weapons bolted on it, and with some of it turned into a shipyard. So it would have randomly ended up where it is, and the Orks would just be making use of it. If they completely ran out of people to fight, they'd presumeably move it out to the edge of the system, enter the warp and see where and when they next apear. It seems much more fluff compliant than using one as a full warship, which the Waaaagh! list allows.InnocentBystander wrote: That is a dumb idea, according to the fluff orks can't even control a hulk in the warp, they just pile in and 'hopefully' end up in a populated system. Giving them full control over a hulk is breaking the fluff as it is.
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I'm guessing when a few more Chaos people turn up. Unless there's a load of pirate players all gunning for the Imperials.
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