Epic Armageddon - How to play tournament games

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  • เผยแพร่เมื่อ 4 ก.พ. 2025
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ความคิดเห็น • 17

  • @glyngreen538
    @glyngreen538 ปีที่แล้ว +2

    Worth mentioning some tactics for objective placement too. If your side has rather more activations than your opponent and/or you have lots of fast stuff you might place your two objectives as far apart as possible, each touching one of the short table edges. On the other hand if you’re using a single very powerful war engine (e.g. a Great Gargant or Warlock titan) it can be good to place your two objectives near to the opponent’s blitz in a triangle placement with their blitz with 30cm gaps inbetween the 3 objectives. Your titan can then double / march / assault it’s way there to aim to end up in the middle of the triangle for the end of turn 3 and so able to contest or capture all 3 objectives. Doing this also forces your opponent to deal with the big titan more rather than ignoring it in favour of killing small stuff as is often tactical. Naturally your opponent will try and guard and scout screen the objectives but it’s a good tactic.
    Measuring to the centre of the objective marker (or the board edge where it touches for the blitz) is the only fair way to do them. I’m one of those people that likes using up to 60mm round objectives to be able to have nice dioramas. I’ve played Epic in 3 different countries and never met anyone measuring to the edge of an objective.
    The tournament scenario is good for games of 2,000 - 5,000 points. There’s also Minigeddon though which is modified rules for playing a small game of only 1,000 points. Good for starting out and learning the game or a small quicker game. Also plays on a smaller table which can be good if you don’t have a 6 by 4 at home. web.archive.org/web/20210712064930/sites.google.com/site/epicarmageddonlondon/minigeddon
    Might be worth mentioning area terrain too which is the recommended way to play. So you might have a 20 by 30cm thin grey base say and the whole thing is declared as ruins for example for game terms. Any model touching this ruins base even the slightest bit counts as being in cover. The ruins area terrain usually then has 2-3+ bits of smaller ruins scatter terrain plonked on the larger base to indicate what kind of terrain it represents. The smaller physical ruins are abstracted in game terms though and the larger 20 by 30 base is the important bit. The ruins scatter terrain on it can be moved around on the base (or taken off the board entirely temporarily if it gets in the way) to place your infantry precisely where you want. This helps avoid problems with terrain preventing placement of infantry or risking them falling off terrain with sloping rooves and such.
    Also here in the UK the norm for Epic games and tournaments (and a good way to play in general) is to declare that all terrain pieces are infinitely high for line of sight. It’s a good abstraction to keep the game fast and fair. It saves messing around regularly trying to work out can this tiny model see that tiny model through a gap in an uneven height ruin. Also we have players using tiny 1980s era titans and players using vastly larger current 8mm Titanicus titans. By declaring all terrain pieces block line of sight to even a titan the other side we keep things fair even with varying model size.
    Good to see you keeping you with the video series :)

  • @semajnollissor661
    @semajnollissor661 ปีที่แล้ว +2

    This was a great video. Thanks for making all of these.
    The only thing that I might have added to it would be to state the sections of the rulebook where a player can find the steps needed to start a tournament game:
    * Section 6.1 explains how to set up the board and what the victory conditions are
    * Army lists (detachment composition, points costs, and available upgrades) are in sections 6.3, 6.4, and 6.5 (or in content available on the web)
    * Unit details (movement rates, weapon load outs, etc) are in Chapter 5 of the rulebook (or in content available on the web)
    * The sequence of play is found in Chapter 1 of the rulebook, in sections 1.4 through 1.14

    • @2manygames978
      @2manygames978  ปีที่แล้ว

      I may look at going back and putting some references in the descriptions for them as you raise a great point. Haven’t put it in the videos for rules as just a conscious choice to make it a bit easier to digest. Cheers

  • @gaborfabian1239
    @gaborfabian1239 ปีที่แล้ว +1

    You still doing the God-Emperors work, brother. May His wisdom speak through you, and His holy light shall shine brightly upon you. Thank you for all these videos.

    • @2manygames978
      @2manygames978  ปีที่แล้ว +1

      We all have our role to play in the God-Emperor’s divine will. It seems I am meant to put out this propaganda, uh I mean, information for the public

    • @2manygames978
      @2manygames978  ปีที่แล้ว

      We all have our role to play in the God-Emperor’s divine will. It seems I am meant to put out this propaganda, uh I mean, information for the public

    • @2manygames978
      @2manygames978  ปีที่แล้ว

      We all have our role to play in the God-Emperor’s divine will. It seems I am meant to put out this propaganda, uh I mean, information for the public

  • @control745
    @control745 ปีที่แล้ว +1

    Keep them coming

  • @lNightbringerl
    @lNightbringerl ปีที่แล้ว +1

    Loving this upload pace!

  • @Steele68HS
    @Steele68HS ปีที่แล้ว +1

    Hi, I have a long time question. When do i define the Planetfall location? As I understand the Rules it is made BEFORE any other Formations are placed. But this seemed very odd. Why should i define an assault zone before knowing the position of my enemy?

    • @semajnollissor661
      @semajnollissor661 ปีที่แล้ว +1

      I think the idea is that you know the locations of the objective markers before you select your drop zones, but not the location of the enemy units. You have to make an assumption about how the opponent is going to defend his objectives, and make a blind decision. The same goes for orbital bombardments.
      For what its worth, the opponent has to play the same mind game - he has to decide whether he should defend his objectives or abandon them in order to deny you the opportunity to engage in an assault after the planetfall action.
      In the end, you hedge your bets the best you can, pick a course of action, and hope it pays off. I think it is meant to be a "fog of war" situation.

    • @Steele68HS
      @Steele68HS ปีที่แล้ว

      While I get Your point, the FoW is hilarious. They should be able to pick up signatures. So, from a technical point this is nonesense.
      @@semajnollissor661

    • @glyngreen538
      @glyngreen538 ปีที่แล้ว +1

      It’s to represent there being a lag between when the target of a planetfall is plotting and the craft leaving the spacecraft and entering the atmosphere and dropping to the surface. The enemy could have redeployed a load during this time.
      It’s not hard for a skilled player to work out from objectives and scenery where most of an enemy army will be and where they want their planetfall troops to land to go for objectives. It’d be too easy if you could choose after seeing the enemy. You do get to move the target point 15cm from where originally plotted too so there is some ability to adjust based on circumstances.

    • @2manygames978
      @2manygames978  ปีที่แล้ว

      Not much else for me to add, think the other guys covered it well. For the fluff in your head, consider it to be fog of war/lag between declaring an order from on high and the time to assault, bombard, land troops. As you get more experienced you’ll learn that the locations to choose can be fairly obvious. My last game against dark eldar had me pick the exact landing spot for his planetfall within a literal centimetre. It’s not because I was so good but because there was really only one good choice.

  • @henrigutekunst2870
    @henrigutekunst2870 ปีที่แล้ว +1

    'promo sm'