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Guard-Con 40k thread
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Topic: Guard-Con 40k thread (Read 2205 times)
Vulkaan
Craftsman
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Posts: 88
Re: Guard-Con 40k thread
«
Reply #30 on:
July 10, 2011, 02:28:51 PM »
I still dont like the rule
In real life lines are communication are not stopped because the general died - sure they may be a bit screwed up
Agree it is nice to have something to spice it up
At the end of the day its not gonna stop me from playing. Worst case I take the 2VP hit and chat to Paul
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NeckFace
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Posts: 1,156
Re: Guard-Con 40k thread
«
Reply #31 on:
July 10, 2011, 02:36:19 PM »
i reckon its too hard a rule to enforce. there still has to be communication between opponents, and what's stopping your teammate from 'over-hearing'?
but beyond that I don't think it will impact the outcome of games all that much.
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Vulkaan
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Re: Guard-Con 40k thread
«
Reply #32 on:
July 10, 2011, 03:17:41 PM »
I do like the "spirit" of the rule
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Lazarus
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Re: Guard-Con 40k thread
«
Reply #33 on:
July 11, 2011, 12:24:18 AM »
Its to stop communication between you and your team mate, what they over here is up to them. but with out direct communication between the team faults can be made what can cost a hard game this is why this rule is there. If you know your team mate well this should be no issue.
And its for you the player to enforce i cant be around all the time. Its no different than using the cans to re-roll you can make a good team lose by catching them out on the talking when they should not be doing it.
VP are key to wining if you want to win you will shut up and no say anything to your team mate.
I make the rules this time and i think these would be nice to play with and would be good to put a spanner in the works when all is going well in a good.
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Vulkaan
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Posts: 88
Re: Guard-Con 40k thread
«
Reply #34 on:
July 11, 2011, 04:15:45 AM »
Just offering feedback Matt - I do understand you are the TO
@ the end of the day a chit chat w/ my partner is prob more important to me than winning anyway
Unless somehow we are winning ( not probable)
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Lazarus
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Re: Guard-Con 40k thread
«
Reply #35 on:
July 11, 2011, 04:53:05 AM »
remember both HQS need to DIE, so if one is still there u can still chat aways. sorry to sound so much like a dick but u know me i am one.
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Vulkaan
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Posts: 88
Re: Guard-Con 40k thread
«
Reply #36 on:
July 11, 2011, 05:07:46 AM »
its all good
i did note that re the 2 HQs
ATM My HQ is an Ork Warboss w/ a Power Claw and a slugga - nothing else
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Tuatara
Bigwig
Master
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Posts: 324
Re: Guard-Con 40k thread
«
Reply #37 on:
July 11, 2011, 05:15:22 AM »
I like the idea of not communicating if both HQs are dead. It adds another dimension to the game. In the end I'll follow that rule, not because I'm afraid of losing VPs, but because it will be fiun to ignore Kyle for a while
(jk Kyle!).
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"Teach a man to reason and he'll think for a lifetime" - Phil Plait (aka The Bad Astronomer)
Lazarus
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Re: Guard-Con 40k thread
«
Reply #38 on:
July 11, 2011, 05:22:20 AM »
Good luck ignoring Kyle for any amount of time.
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blood_god
Craftsman
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Posts: 83
Re: Guard-Con 40k thread
«
Reply #39 on:
July 11, 2011, 05:25:29 AM »
I quite liked that rule! Its a bit of fun! It should be easy enough to get around if your worried about it, I'm sure that your warboss will be nice and hidden in a mob of boys or a truck or similar, if it looks like you might lose him you can always hide!
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R.I.P Tony- we'll miss ya
Vulkaan
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Posts: 88
Re: Guard-Con 40k thread
«
Reply #40 on:
July 11, 2011, 06:02:07 AM »
Orks dont hide
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Tuatara
Bigwig
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Posts: 324
Re: Guard-Con 40k thread
«
Reply #41 on:
July 11, 2011, 06:21:46 AM »
Quote from: Vulkaan on July 11, 2011, 06:02:07 AM
Orks dont hide
How come they talk about Ork hide then?
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"Teach a man to reason and he'll think for a lifetime" - Phil Plait (aka The Bad Astronomer)
Isaac
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Posts: 55
Re: Guard-Con 40k thread
«
Reply #42 on:
August 08, 2011, 07:23:30 AM »
Excuse me, how am I meant to access the players' pack?
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Lazarus
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Re: Guard-Con 40k thread
«
Reply #43 on:
August 08, 2011, 07:28:29 AM »
Go to this link
https://www.opendrive.com/files?28533094_2uLwy
click on the guardcon.doc file and download.
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Isaac
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Re: Guard-Con 40k thread
«
Reply #44 on:
August 08, 2011, 10:37:21 AM »
My computer says 'unable to open this site' etc
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Monkey King
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Posts: 90
Re: Guard-Con 40k thread
«
Reply #45 on:
August 08, 2011, 10:59:19 AM »
Your computer is lying to you and needs to be disciplined involving chains, whips and a spandex suit.
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You're just looking for an excuse to touch my ass, aren't you?
NeckFace
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Posts: 1,156
Re: Guard-Con 40k thread
«
Reply #46 on:
August 08, 2011, 11:07:02 AM »
but a good technician never blames his tools...
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Lazarus
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Re: Guard-Con 40k thread
«
Reply #47 on:
August 09, 2011, 12:37:02 AM »
No a good tech always blames the user.
whats ya email i will send it to you.
«
Last Edit: August 09, 2011, 12:40:31 AM by Lazarus
»
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mingnz
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Posts: 75
Re: Guard-Con 40k thread
«
Reply #48 on:
August 09, 2011, 03:10:29 PM »
Few questions first
For the Deep-strike attack, does transport count as part of the unit? If so, how about independent character in the same unit?
Also I think there should be a limit on the maximum amount of troop/ HS/ FA you can take per team.
Because, if I am a team of two space wolf, I will take like 10 group of grey hunters, and 6 group of lone fan. And that is so not funny.
Same apply with two IG players; 6 Russ/ Manti, and 6 gunships, which will make me cry.
Or two Chaos- try to gun down 4 flying DP??? Like how??
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Tuatara
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Re: Guard-Con 40k thread
«
Reply #49 on:
August 09, 2011, 03:53:28 PM »
Quote from: mingnz on August 09, 2011, 03:10:29 PM
Like how??
All part of the fun old bean.
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"Teach a man to reason and he'll think for a lifetime" - Phil Plait (aka The Bad Astronomer)
Vulkaan
Craftsman
Offline
Posts: 88
Re: Guard-Con 40k thread
«
Reply #50 on:
August 09, 2011, 03:59:36 PM »
There is always the vague, yet slim, chance that some people will play in the spirit of of the game, and not like total douche bags
maybe.....
/cry
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daemion
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Posts: 2,240
yay 4 me. i rule.
Re: Guard-Con 40k thread
«
Reply #51 on:
August 09, 2011, 04:04:03 PM »
yeh. there is that.
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we are the cityborg. resistance is futile, lower your shields.... you will be assimilated.
NeckFace
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Re: Guard-Con 40k thread
«
Reply #52 on:
August 09, 2011, 04:07:13 PM »
or even if people spam their armies out
(mr buttle?
) the community tends to be filled with GC's who still make the games fun and in general pose a challenge that has always been a blast for me to face
Quote from: mingnz on August 09, 2011, 03:10:29 PM
Or two Chaos- try to gun down 4 flying DP??? Like how??
as a tyranid player that gets his monstrous creatures shot down on a regular basis; its easy. don't stress about that
as for the amount of FOC slots you get, I always assumed that each player on the team could have their own FOC. even though each player only has to take one HQ and one troops making it look like there's only one FOC between the players. the list i've made with my partner doesn't break one FOC between us, so either way we're sweet.
6 squads pf long fangs may be scary, but i welcome the challenge. there's also the points limit, which will restrict the amount of cheese that can be used in these lists.
as far as i've ascertained, dedicated transports don't count as a separate unit for the purpose of the 3rd turn DS, but an IC would be. I'll let Laz answer that one though
«
Last Edit: August 09, 2011, 04:09:17 PM by NeckFace
»
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Isaac
Craftsman
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Posts: 55
Re: Guard-Con 40k thread
«
Reply #53 on:
August 10, 2011, 03:05:34 PM »
Quote from: Lazarus on August 09, 2011, 12:37:02 AM
whats ya email i will send it to you.
I've found it now (through the edit online button) so no need now.
Thank you.
Do lists need to be in by a certain date?
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Lazarus
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Re: Guard-Con 40k thread
«
Reply #54 on:
August 11, 2011, 02:46:34 AM »
Yes transport count as part of the unit.
If a independent model want to join the squad that is fine he just wont be able to come in till turn three.
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Lazarus
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Re: Guard-Con 40k thread
«
Reply #55 on:
August 11, 2011, 03:08:49 AM »
This topic is now Locked Please do not Download player back from this thread.
New Threads have been made in regards to Guard con 40k
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