by leopard » Thu Jul 25, 2019 7:08 am
Well... suffice it to say this was "one of those games", Called it on turn three as the outcome was obvious by that point
My dice were, well my dice, nothing unusual there, James's however were truly shocking.
To give a flavour, two 1,500 point armies, the first turn saw a grand total of five wounds on a Rhino, my army unable to inflict even a single wound and James unable to inflict more than the five, turn two was similar and then a lot of squads were just very slowly battering each other down - my lot getting the better due to my dice being slightly less rubbish.
Hard to draw any conclusions other than Deathwatch are way over specialised and pay too many points for fancy tricks on models who are no more survivable than normal marines.
Have to wonder what to do about it, I find myself wondering if they need some sort of rule like "Crazy Prepared" where a bit like how chaos armies can "summon" things they can bring in as reserves (so T2 onward) other units from a pool of points, so they essentially spend T1 as a small pilot force then bring in exactly whats needed in the right place - balanced by the lack of punch T1 and the generally high cost of the units they do have. Seems fitting for a faction thats meant to be elite special forces but ends up a bit closer to short bus window lickers due to having to try and cover all bases and ending up covering none.
Did wonder if using the Cities of Death terrain rules would have helped, but probably not since basically shooting killed zip all game on either side with just about every casualty being in close combat