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Post by Soul Samurai on Oct 28, 2021 12:42:00 GMT
I think I only played an unbound ish game once. Don't care much for it, game is creaking at the seams trying to be a mass battle game. One of the things I prefer in WMH to 40K is how unit combat is resolved on a much more per-model bases, but that does make 40K's "roll all the dice at once" deal better for playing out larger battles (well, in theory at least; last time I played it turned out you still needed to figure out distances and modifiers per-model, kinda defeating the purpose imo). Perhaps WMH should adopt some similar abstractions for a high-point game ruleset?
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Post by michael on Oct 28, 2021 13:28:52 GMT
Unbound does alter the round and turn structure in a way that makes the game much more back-and-forth than just playing “one huge list versus one huge list.” Combat still resolves the same way, of course. Things can be sped up if you are so inclined because Unbound gives you a lot more excuses to bring huge bases. I think Unbound takes about as long as the Apocalypse games I’ve seen… except the WM players are having more fun instead of decrying some BS rules technicality in some random sourcebook. :-P
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Post by droopingpuppy on Oct 31, 2021 16:24:35 GMT
I think I only played an unbound ish game once. Don't care much for it, game is creaking at the seams trying to be a mass battle game. One of the things I prefer in WMH to 40K is how unit combat is resolved on a much more per-model bases, but that does make 40K's "roll all the dice at once" deal better for playing out larger battles (well, in theory at least; last time I played it turned out you still needed to figure out distances and modifiers per-model, kinda defeating the purpose imo). Perhaps WMH should adopt some similar abstractions for a high-point game ruleset? I really hate to play 1dx based rulesets for it is usually all or nothing, but for me Warhammer is a few exception that it must take 1dx tests for the attacks because of the reason what you have mentioned. Actually it can't have much other options. Making around 20 attacks in a turn by rolling 2d6 and 2d6 each times is quite time consuming but fine to do, but what if you have to making 80 attacks with Fury of the Legion of a fully strengthed Legion Tactical Squad? And a Legion Tactical Squad is only a unit, not the whole force and you still have a plenty of units ready to shoot/melee after that in Warhammer. It can't be done with 2d6 for hit and 2d6 for damage.
Perhaps an alternative is making an attack roll as a single 2d6 roll for the whole squad, and calculate the damage based on the roll - there is no hit or miss, and if you rolled better you cause the better damage(represented as many of your troopers are actually able to hit and cause enough damage to the target). Although it may a bad example, but it is something similar to Battletech's cluster table(when a weapon with cluster tag hits, roll for a 2d6 and compare the cluster table of the weapon's maximum damage and see if how much shots are actually hit, and about 2/3 of shots are hits on an average number).
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