Ork Assault (Game 1) - Turn 1

in newbiegames •  7 years ago  (edited)



Source


Welcome to the first turn of Ork Assault!


All the rules and starting information is here : Ork Assault Rules.

Players can start on any square in the brown starting zone... I've just put the icons behind the friendly orks, but please choose where ever you'd like to start from and I'll adjust the map.


Legend


Unit IconUnit TypeUnit IconUnit Type
Friendly Ork Shoota.pngFriendly Ork ShootaFriendly Ork Slugga.pngFriendly Ork Slugga
Enemy Bolt Gun 2.pngEnemy Bolt GunEnemy Bolt Gun.pngEnemy Bolt Gun
Enemy Bolt Pistol.pngEnemy Bolt PistolEnemy Heavy Bolter.pngEnemy Heavy Bolter


Game Map



This is still only the first third... I didn't want to hold up the start of the game...



Click on the map for a bigger version




UPDATE 1 : @urbangladiator gets two kills straight up. What a rocket powered psycho! Great job!




UPDATE 2 : @pandorasbox also kills two straight up despite teleporting completely backwards... hopefully she's got all her teleportation oppsies out of the way.




UPDATE 3 : @happyme does some amazing burna-ing, taking down two guardsman:

Of course feel free to ask any questions, but let's get to it!

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Okay if I move to M1 then toss the Krak Grenade 5 squares, would it hit that enemy and not happyme because it has a 4 square AOE around the spot it hits? Provided I rolled 3+ of course.

Shake shake shake, you roll the 6-sided die.

You rolled a 5.

Yes! But only if I don't blow up happyme!

Ahhh, I'm sorry, but you actually can't do that. @happyme is locked in close combat because they're in adjacent squares... and with all the struggling and grabbing and twisting and fighting, you can't throw a grenade into the midst of that chaos. You can't shoot (guns or grenades) into close combat. You can charge into close combat, or do a psychic attack... that's it really.

Oh shoot okay... Hmm... I'll just move 2 E and 4 S then!

Thanks! Done.

Well... 2 fleshies down, 5 to go !

Ms. Flames, what say you to my plan :)

We don't even NEED to roll many dice, now that I think about it.

Da Jump doesn't roll a dice, and neither does your burner.

There's just the Critical Failure chance of my head imploding, nothing to worry about !

Ahhhh.... about that... the burna rules have changed. A roll of 2+ is now required for each enemy in range.

Also... meh, you're at the starting line... exploding heads are all the rage at this point... there's literally no downside apart from the wasted action.

K. Must have skimmed over that part.

Still 2+ is statistically likely, 3 times in a row, though, is

4/6 -> 2/3 (always simplify)

2/3 * 2/3 * 2/3 = 12/27 = 4/9 = (~0.1111...)*4

=>> approximately 44.444....% chance of succes.

So a little less than 50/50 odds

Had to double check... mental maths isn't my speciality 😅

@happyme just strolled over herself... so you can probably just move yourself.
She does need to roll twice more to burn the guardsman, and if she fails she might need a bailout Da Jump, if you're into that kinda thing...

SAVE ME PLEASE!!

I propose Da Jumping our very own Burner to the square just to the left of the 3 soldiers on a barricade, to take out 3 in one go 😈

What say you, Oh bringer Of Crispy Humans ?

Now we only need confirmation from out Orkis weapon of mass barbecuing and the plans a go !

@happyme was also throwing this idea around in the last post... but yes, I'd absolutely need confirmation that she'd be happy to be thrown around ...

Not sure if she knows this post is up yet, I think she posted her own game earlier today though.

I just realized i could actually use the non player orks as sacrificial cannon Teleport fodder 😈

Exactly!

Wait, what? How does that work?

He could teleport a friendly ork in front of him... much like the Runtherder could bully his gretchin to stand in front of him.

Both players and enemies have to shoot the closest to them... hence cannon fodder being super useful.

Or, you know, teleport an ork just so at the entrance of a compound that the enemy has to charge to attack it.

Then take them out while they're busy with the "punching bag" XD

sounds good to me!

I want to do the same myself... jump behind enemy lines and kill hopefully two of them at once!

Seems I'm late to the party.
If I start at N2 and move South to N7, them flambey the 3 enemies in KLM, I'll be happy.
I'm not sure that I'll need to be teleported away from there any more, because there are no enemies nearby any more. Not sure if the enemy is able to teleport any of their minions to me because we don't have the entire map yet. Anyway, let's see if I succeed. @rollthedice!

Maybe I need to try again; @rolltwodice seems to have missed my last call-out.

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 3.

Second die lands...
You rolled a 4.

That's better! Now I just need to be moved out of range of the remaining enemy!

That was weird... not sure why it missed that. Both the 24/7 server and GINAbot missed it. Glad it jumped back in though.

Steem is responding slowly again at times. Steempunk is also missing a lot of its functionality.

I wouldn't be too stressed to be moved out of range. There is really only one guardsman in that section and @pbock, @justatouchfey and 5 friendly orks to move before that guardsman can attack you.

Oh... we have an Ork army with us? Sweet!

Actually if you move to N7 won't you be in melee with them instead of firing with the template?

I THINK we have a choice of melee or shoot when there are no others in melee at the same time.

Hmm, honestly, I hadn't really thought this scenario through... the burna can be used in close combat ... but @happyme didn't declare a charge (which might make the burna overpowered again)... this also affects whether anyone else can shoot that guardsman now.

I'm going to have to research whether adjacent squares is close combat even without a charge.

Okay @pandorasbox and @happyme. I've done some research and this is what I've determined:

  • Any enemy and player in adjacent squares are automatically in close combat.
  • A charge does not have to be declared for players and enemies to be locked in close combat.
  • The burna still uses its template in close combat.
  • No weapon has an auto-wound (learnings from last game) so even though a +2 weapon would get +1 for a charge... the absolute maximum any combat can get is +2.

So, in this instance... the combat still worked out as rolled... but @happyme is now locked in close combat... which means others can't shoot that guardsman, but they can charge him.

I've updated the rules to reflect this research. Thanks for thinking up new and exciting scenarios... each game will be improved on the last.

Haha yes there's so many hooks and angles to these things! Thanks for clarying this.

Maybe @pbock can mindblow the enemy, or @justatouchfey can charge it.

Also, interestingly I just realized that @urbangladiator is in a world of hurt when those big guns in the lower right corner are going to shoot him... maybe @pbock needs to teleport him to safety instead, I think he's out in the open?!

Yeah, I've already done a LoS test for @urbangladiator and only one Heavy Bolter can see him... but yes, I'd be nervous.

Ok, sorry.. I am already thinking a few moves ahead and I just came up with another question...!

Those big guns in the lower right and lower left corner are standing side by side behind the sandbags. Suppose I charged one of them, and then slay it. Afterwards I will be diagonally opposed to the other one, and while I am directly next to it I won't be in close combat with him and he'll instead blow me to smithereens? That seems like a bitter pill for courageously slaying one. I kind of wish diagonal melee were possible too

Ah... you actually can't charge over the sandbags or concrete walls... you can only go around.
Since those two Heavy Bolter guardsman are insulated where they are.. you won't be able to charge them... you'll have to instead shoot them, rokkit pack into them, grenade them or psychic attack them.

Diagonal close combat is allowed... it just hasn't come up before. You can't move diagonally, but you can shoot and be in close combat diagonally. You can't charge diagonally. Except, though, when a wall is in the way.

The Painboy for example, could charge the wall... destroy it and then be in close combat next turn.

I think my "teleport one of them to us" plan would work nicely then, if they themselves CAN'T get out we just need to be just outside range :)

Alright! Haha, there goes my plan of teleporting myself into close combat with them! I guess my kustom blaster will have to do it.

But in the painboy example wouldn't be first punch the wall, then spend a turn getting shot at, before he'd be able to close the distance to get into close combat?

I mean... the kustom blaster is pretty mad guns. You could teleport within range and possibly take them both out without too much trouble.. unless you roll averagely. Okay, it might be big trouble if you didn't get them both.

You're right if the Painboy was busting through a brick wall... but since the sandbag wall doesn't take a square to itself.... if the Painboy does bust through, then he's in close combat with one of them because they're adjacent... and while there is still a sandbag wall inbetween him and the other Heavy Bolter, they can't shoot into close combat nor charge him cos the wall is in the way. Tricky, hey.

Shake shake shake, you roll the 6-sided die.

You rolled a 1.

Oh GREAT!!! I get just 1 attack, right? So please beam me away Scotty!

Since the burna has a range of 3 squares, and hits all enemies in it's range, you actually get 2 more attacks... The guardsman in M7 is unharmed but you can still wound K7 and L7 on subsequent rolls...

  ·  7 years ago (edited)

Oh? Really?
I thought I hit or miss all 3 with ONE shot!
Then @rolltwodice.

Can I start at S2?

Sorry T2?

Sorry... T1

Okay... Rokkit jump from T1 to T7 - go : @rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 3.

Great! Okay, roll to wound the guy at T7 : @rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 3.

Yes! Wounded!

Okay, melee the guy at U7 with my 2-attack slugga:
@rolltwodice

What about adding numbers/letters to the squares?

then instead of saying "I move S, S, W, S, W, S"-etc. we can just say 'I move to 10-B', just like in chess games?

While this could be a good idea in essence, I know you're just doing it to torture the GM by having him photoshop numbers into 100's of squares ;)

The idea has merit :)

It definitely does... I thought about it earlier... but was worried the board would look too cluttered.
So... I've added in a 2nd map, what do you think?

superb !

Now we can scratch our heads about what combination is the right spot alll day XD

That's the plan!
If this game doesn't take up 80 hours of your week I'm not doing it right...

Hello new life !

Now we just need those 80 hours to pay a steady salary 😉😂

Does the 2nd map work better for you?

They both work fine but the second one definitely adds a lot of user-friendliness with regards to being able to pinpoint the precise square you intend to move to! thanks!

I will start/spawn straight ahead of the left-most group and barricade.

It doesn't matter too much 'cause I will be teleporting anyway!

So... E2-ish?

Yep, E2 works for me!

just to be clear: right now we are just calling out spawn points, right? the actual moves happen in the next post?

No, no... sorry, I didn't make that clear. It's go time! Lookit @urbangladiator...

Ok then I start on E2 and Teleport myself behind the guardsman with the bigger gun!

@rollthedice for the teleport

Shake shake shake, you roll the 6-sided die.

You rolled a 1.

Goddangit!
I guess I move back 1 square?

I can still shoot, right?
Which I do, firing at the closest one with my ultra-cool Kustom Shoota! I need a ... 5+? is that right?

@rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 6.

Looking good, keep it up.
Greetings @rithysakkim

Spawn O2, move to O7, perform a headbanger on the last soldier.

I ALSO need a kill dammit 😛

@rolltwodice

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 3.

Second die lands...
You rolled a 1.

Ah well, at least my head didn't implode 😅

Sorry urban, missed the fact you were in danger 😅

No problem at all... if I die I'll just jump straight back into the action.

I owe you a free Teleport if you die !

Can be claimed at your local DemonicWarpInMaHead ATM any time of the week !

hahaha, done.

Congratulations @daclawboyz!
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Friendly Ork turn:

4 of the friendly orks just move around, all set to take out the Guardsmen next turn if need be.

1 of the slugga boyz charges the last remaining guardsman.
He has two melee attacks from his slugga. One at 3+ because of the +1 modifier for charging and +1 for additional combatant, and the remaining one at 5+.

@rolltwodice

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 1.

Second die lands...
You rolled a 5.

The remaining guardsman in that sector is struck down by the slugga boy.

Imperial Guardsman turn.

No guardsmen will move at this point.
Both of the Heavy Bolter Guardsman can see @urbangladiator and are within the 12 square range of the weapons.

Both get 4 shots since neither moved. So, 8 shots at 3+ to wound. @urbangladiator has 3 wounds.

First two shots: @rolltwodice

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 3.

Second die lands...
You rolled a 4.

@urbangladiator is down 2 wounds.

@rolltwodice

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 6.

Second die lands...
You rolled a 5.

@urbangladiator is dead. Only one of the guardsman got to fire... let that be a lesson to the rest of you Orks.

Sorry urban 😢

I think we need to employ my Teleportation idea to make sure we don't get murdered by those Big Guns.

Basicl'y I move within LoS but NOT within range, and Teleport one of them out of cover and in range of 2-3 of you guys (and all the friendly orks, just in case) so we can eliminate them.

The voices in my head assure me this is likely to bring death to the humans !

No problem at all... it's cool man... at least it happened now and not near the end.

Ah... it's a good plan... but the big guns have a range of 12 and your Da Jump has a range of 8.

yeah... just noticed Da Jump had a range XS