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 Freakshow Tactics part 5

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Jimsolo
Dracon
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Join date : 2013-10-31
Location : Illinois

PostSubject: Freakshow Tactics part 5   Sun May 24 2015, 23:40

I was asked to do a checklist for Freakshow armies, which is a very reasonable precaution (God knows I forget stuff myself). So here it is. If anyone sees anything that should be added, let me know.

Freakshow Army Checklist
Pre-game
Determine Mission
Place Objectives
Determine Deployment Type
Generate powers for each psyker
Roll for Combat Drugs, if applicable
Roll for Latest Experiments, if applicable
Roll for Night Fighting

Generate Warlord Trait
Roll for deployment, deploy forces
Roll for Infiltration deployment, deploy Infiltrators
Make redeployments (Scout or Warlord Trait)
Player 2 may attempt to Seize the Initiative

Start of Game Turn
Update game turn marker, if necessary
Adjust any markers used for Power from Pain

Own Movement Phase
Roll for Reserves, if applicable
Roll for regrouping, if applicable
Take fall back moves
Move units

Did each unit move?
Do any units need a Morale or Pinning test?
Are any random objective or terrain effects generated?


Own Psychic Phase
Generate Warp Charges (1 per mastery level on the board, plus 1d6, plus Warlock bonus)
Cast any Invisiblity powers that are available/applicable
Cast buff/debuff powers if applicable
Cast attack powers (Psychic Shriek, Mirror of Minds)

Are all Warp Charges gone?
Do any units need a Morale or Pinning test?


Own Shooting Phase
Make any run/turbo-boost moves required to expose enemy targets
Start shooting attacks in order of highest target priority:
When shooting, do not forget to throw a grenade, if applicable
When shooting, do not forget to fire special weapons

Make determined shooting attacks (where firing unit has no other options)
Make optional shooting attacks (where firer may have had more than one viable target)
Make any run/turbo-boost moves remaining

Did all units shoot or move?
Including passengers on-board transports?
Do any units need a Morale or Pinning test?


Own Assault Phase
Designate charging units with a token or die
Resolve charges
Have all designated units charged?
Choose combat
Does anyone need a Fear test?
Do you wish to challenge?
Can your unit Rampage?

Resolve Hammer of Wrath hits
Resolve combat
Do you wish to Hit & Run?
Make any assault moves for Jetbikes

Do any units need a Morale or Pinning test?

Enemy Movement
Do you have any Interceptor weapons?

Did all enemy units Regroup or continue to Fall Back?
Do any units need a Morale or Pinning test?
Are any random terrain effects or objectives generated?


Enemy Psychic Phase
Generate Warp Charges (1d6+Mastery Level on table+Warlock bonus)
If needed, reserve denial dice for most dangerous powers

Do any units need a Morale or Pinning test?

Enemy Shooting Phase
Do you wish to Jink?

Do any units need a Morale or Pinning test?


Enemy Assault Phase
Remember to throw grenades on Overwatch, if applicable
Do you wish to challenge?
Can your unit Counter-attack or Rampage?
Does anyone need a Fear test?

Do you wish to Hit & Run?
Do any units need a Morale or Pinning test?


End of Game Turn
Score victory points, if applicable
Determine if game proceeds to next turn, if applicable
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Count Adhemar
Dark Lord of Granbretan
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Join date : 2012-04-26
Location : London

PostSubject: Re: Freakshow Tactics part 5   Thu Jun 11 2015, 16:46

Small note but combat drugs and latest experiments are rolled after generating warlord traits. Also, night fighting can be rolled any time 'before deployment'.

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Hekatrix


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Join date : 2011-06-27
Location : Sydney

PostSubject: Re: Freakshow Tactics part 5   Thu Jun 11 2015, 21:55

You could also add in the steps that are involved in Maelstrom mission where applicable. Drawing start of turn, scoring, discarding, etc

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