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Tau Community Game #1
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Old 05 Nov 2006, 15:57   #1 (permalink)
Shas'Vre
 
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Default Tau Community Game #1

[size=12pt]Here are the basics & rules of this Community Game:[/size]

A community game is simply a game physically carried out by a single member, where the units are controlled by other members. The orders are issued to the member who has the physical models (obviously) and he carries out the orders he is told to. This includes moving units, rolling dice etc; the basics of Warhammer gaming.

Much like a roleplaying game, members take control of a single squad or vehicle. Success is only achieved if the members of the team co-operate and work together as a single army (or if they're exceedingly lucky but you can't count on that ).

Imperial Guard players can copy this banner made by MalVeauX:



Code:
Tau players can copy this banner also made by MalVeauX:



Code:
Each member controlling a unit will issue their orders to me. If you are in doubt (for example it's hard to tell from the pictures whether you can see the model you want to shoot at) of whether your action is actually possible, give me a 2nd order in case the first one proves to be impossible to carry out. All orders must be received within 00:00 (Central Europe Time); buyt the soon the better (if I get all the orders 00:00 it might be a little hard). I will try to get one game turn per day.

Both teams are encouraged to discuss with the other members as to what is the best course of action. I have also given a brief description of the army lists' strengths and weaknesses (refer to former posts in the Tau and IG forum).

If you have any questions, Send me a pm

Good luck to you all!

[hr]

Here are the army lists. The mission being played is standard Combat Patrol.

[size=12pt]Tau[/size]

[hr]

Elite 1: Shas'ui XV8
Plasma rifle, missile pod, multi-tracker Total: 62pts



Played by: cyberzomby

[hr]

Elite 2: Shas'vre XV8
Twin-linked missile pod, airbursting fragmentation projector, hard-wired multi-tracker Total: 78pts



Played by: tanarin

[hr]

Elite 3: 4 Stealthsuits
Total: 120pts



Played by: md99999

[hr]

Troop 1: 6 Shas'la
Total: 60pts



Played by: Abael

[hr]

Troop 2: 8 Shas'la
Total: 80pts



Played by: LordDemon

[hr]

Total: 400 pts

[hr]

[size=12pt]Imperial Guard[/size]

[hr]

Elite 1: Hardened Veterans
9 Veterans + Sergeant; 2 plasma guns, 1 meltagun, 1 missile launcher, carapace armour, sergeant with power weapon and laspistol. Total: 155pts



Played by: King Winter

[hr]

Troop 1: Armoured Fist
Autocannon, grenade launcher; carapace armour Total: 103pts



Played by: Anton

[hr]

Troop 2: Chimera
Heavy Bolter, Multi-laser Total: 85pts



Played by: The_Greater_Good

[hr]

Fast Attack 1: Sentinel
Lascannon Total: 55pts



Played by: Elessar

[hr]

Total: 398pts

[hr]

Note that AfterCresent helped me out through writing the fluff you see here throughout the thread [size=7pt]Cres had too many things on his hands and I had to take over this job from turn 2 onwards[/size]

Note that OmikronAlpha helped me out with the graphics work on the pictures; editing and adding effects.



[size=7pt]Feel free to post replies in this thread discussing anything related to the game[/size]
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Old 05 Nov 2006, 15:58   #2 (permalink)
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Default Re: Tau Community Game #1

The sweetgrass crunched gently below the feet of the veteran Imperial Guardsmen, and the armoured walker striding beside them.

Petri bugs began chirping softly under the intense midday heat, beating down from the planets two suns. Guardsmen guzzled water from their canteens, as they continued their redundant patrol. Small surface plates of chromium, on the Chimera and the Guardsmen's lasguns, became hot to touch, reflecting the bright light into the grass.

Inside the Chimera, the men were enjoying the cool air produced by the one active demi-fan. The Armoured Fist squad members lazily overheard the conversations between the Chimera's commander and HeadQuarters, when an explosion was heard...


[size=12pt]Deployment[/size]

Ok regarding terrain I've simply decided to go WYSIWYG: If a model can be seen it can be shot. In such a small game categorizing everything and playing strict by it will ruin more than it will help in my opinion.

Here are 2 pictures taken from the best angle possible + 1 picture so you will get an idea of how tall the different pieces are. Note that Imperial Guard won the roll for picking a side; trying to get a side that could limit the amount of terrain the Tau force could utilize.

From the Tau side (this side is SOUTH):



From the Imperial Guard side (this side is NORTH):



Scale purposes:



Sentinel pre-game move: 6" WEST (thus getting LOS to the 8 man Fire Warrior squad)



Ok naturally there are bound to be questions :P I will answer the ones I find most likely and any you might have:

- The Chimera can't see anything except the Stealths
- The Veterans have 3 models that can see the Crisis suits (they won the infiltrate roll getting the important center with cover): these include the missile launcher and a meltagun. However, the 8 man Fire Warriors are closer by 2", enforcing a target priority test if they want to shoot at anything.
- The Sentinel can only see the 8 man Fire warriors (after the move)

The paint pots mark the end of the table (4' x 4&#39. The Imperial Guard are deployed on the NORTH edge, facing SOUTH. Likewise the Tau are deployed on the SOUTH edge, facing NORTH. The flank to the left of the Imperial Guard and to the right of the Tau is thus EAST - the flank to the right of the Imperial Guard and to the left of the Tau is WEST.

I'll probably edit a picture during the day

[hr]

The men inside the Chimera shifted uncomfortably as they listen to the soft metallic noises coming from the transports hydraulic system; as the tanks turret is slowly shifted toward a faint blue glimmer...

Swiftly, the veteran Imperial Guardsmen dropped to their stomaches and raised a pair of magnoculars. Scanning the distant hills, the could definitely pick out an armoured being from the sweetgrass. As the Sentinel pilot screamed into his com-link for information, the veterans realized their simple routine patrol became a deadly engagement with the Xenos...
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Old 05 Nov 2006, 15:58   #3 (permalink)
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Default Re: Tau Community Game #1

Tau got the first turn!

[size=12pt]Tau turn 1[/size]

Movement:

Both Crisis moved East and a little South to get a LOS to the Chimera. The Stealthsuits moved forward to engage the Veterans, as did the 6 man Fire Warrior squad (thus getting on the hill). The 8 man Fire Warrior squad stayed put.

Shooting:

Both Crisis unloaded a lot of missiles and a plasma shot at the Chimera. They all hit (!!) but neither managed to even glance it (AV 12 is tough). The rest engaged the Veterans (well the 6 man Fire Warrior squad couldn't reach them, obviously as they had moved). They managed to put an amazing 12 wounds (5 from the Fire Warriors; 7 from the Stealths) on the Veterans. Feeling worried about the game being as good as over within the first few turns I picked up the dice... and got 10x 4+!!! Only 2 dead!

Assault:

The Stealths jumped back to where they came from (more or less) and the Crisis moved behind cover (sorry couldn't reach the ruins people; it must've been at least 8-9" [guesstimate]) taking care NOT to be seen by the Veterans.

Overview:



The Chimera tank commander gazed into the horizon as the two green armoured behemoths opened up at the tank.

Small missiles flayed out towards the tank, causing plenty of smoke and dirt to be kicked up.
The men inside the transport were shaken around, with weapons and equipment scattered about.
The tank commander reopened the hatch after the first salvo landed, but quickly realized their trial by fire wasn't over.
More missiles smashed into the tank, and the commander truly believe his life had ended in vain.
Amazingly, he could open the hatch after the torrent of weaponsfire. Checking the readouts from the tank internal diagnostics, it wasn't even damaged!


Raising their magnoculars once again, the veteran guardsmen knew something was up. A small band of Xenos had advanced towards them, while the second group was...taking aim.
Immediately, the small band of men dropped to their bellies, and hoped to avoid the merciless hail of destruction that their fellow guardsmen had to take.
As quickly as it started, it ended. The sergeant crawled towards his men to check for casualties.
One man was completely gone, with a neat hole in his forhead, while another one of his troopers shuffled over and stared at the sergeant with hollow eyes.
A round had smashed into the troopers jaw, ripped his lower jaw clean off his face. The sergeant checked his pulse, as the brave trooper slowly faded away...


[hr]
[hr]

[size=12pt]Imperial Guard turn 1:[/size]

Movement:

Chimera and Sentinel both moved 6" pretty straight forward. The Veterans stayed put and the Armoured Fist squad decided to stay inside their APC.

Shooting:

The Chimera and the Autocannon gunner shot at the Shas'vre; inflicting one wound in total. Remember that this makes the vehicle open-topped thus making it easier to destroy next turn.

The Veterans fired at the 8 man Fire Warrior squad; as did the Sentinel. In between they killed 3 of them, enough to force a morale check. Rolling the first dice I got a 4. Knowing that it was 50-50 now I rolled the other dice, getting a 3. They stayed put. One of the Veterans proved to be a little too unlucky though, and died from an overheating plasma gun.

There were no assault moves.

Overview:



After the whithering hail of fire the Chimera just took, they were eager to get their own righteous revenge against the Xenos.
Calling on the armoured walker beside them to support the veterans, the Chimera unleashed a wall of weaponsfire towards the armoured humanoids.
After the smoke and dust disappeared, the men inside the tank could tell they had at least done something.
The armoured form had taken some damage, it seemed to be smoking, and there were several structural breaches in it's armour.

The veterans, were equally as happy as their comrades in the tank to give what they had received.
Opening up on the Xeno infantry, the guardmen watched as lasrounds pounded into the Xenos.
After the quick firefight settled down, the veteran sergeant could count 3 bodies through his magnoculars.
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Old 05 Nov 2006, 15:58   #4 (permalink)
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Default Re: Tau Community Game #1

[size=12pt]Tau turn 2:[/size]

Movement:

The Shas'vre moved out (North), trying to get a shot at the Veterans. The Fireknife moved East to get a clear LOS to the Chimera. Stealths moved forward and the Fire Warrior squads stayed put.

Shooting:

1" too far away from using the AFP on the Veterans, the Shas'vre shot the missiles instead (would've shot these anyway). 1 Hit, 1 wound, 1 save. The Fireknife opened up at the Chimera, hitting with both missiles and the plasma. They all failed to even glance its armoured hull. Oh dear, would this be another ineffective turn for the Tau?

The infantry had to prove their worth. The reduced squad fired away at the Sentinel, getting 2 hits. Rolling a double 6 it was penetrated twice and destroyed as a result. The 6 man Fire Warriors shot the Veterans; killing 2 more.

Only the Stealth suits were left now. They were moved so that only 3 men from the Veterans were in range: missile launcher, meltagun and a normal trooper. They duly shot them down, getting 4 wounds (but only 3 kills because of the range).

The Hardened Veterans passed their leadership test. Only the Veteran Sergeant and a plasma gunner is left alive.

Assault:

Both Crisis moved south again. The Fireknife stayed in the open to act as a decoy (one more wound on the Shas'vre would see him dead) since the Shas'vre couldn't reach cover.

Overview:



The tanks commander watched as a green armoured figure again began shooting at the Chimera.
The armoured fist members inside the transport thought they were gone now.
Their luck had run out. They braced themselves for their fiery exit from life, and shouted religious litanies.
Miraculously, the missiles bounced harmlessly of the sloped armour. Again they were saved by lady luck!

The veterans, on the otherhand, didn't have it so well.
A squad of Xenos dropped to their knees and fired, as two more veterans clutched at their chest's, trying to stop the inevitable flow of blood.
The veterans were in disarray; but it got worse.
Before they knew what happened, a flurry of weaponsfire seemed to appear out of nowhere, and killed 3 more veterans.
Their luck had truly run out, but their troubles hadn't.
Their only nearby armoured support, the sentinel, suddenly blew up. The second squad of Xenos decided it was too threatening.
Things aren't looking too good for the Imperial Guard.



[hr]
[hr]

[size=12pt]Imperial Guard turn 2:[/size]

Movement:

The Chimera moved 6" forward, the squad staying inside. The Veterans moved out toward the Chimera, making sure to take cover behind a rock.

Shooting:

The Chimera unloaded its firepower at the Shas'vre Crisis. After lasguns, a grenade launcher, a multi-laser and a heavy bolter, he still stood tall.

Overview:



The Chimera moved steadily forwards, intending to exact revenge on the Xenos. To its right flank, the Veterans, or rather, what was left of the squad, moved East, finding cover behind a big rock. The Guard had received quite a beating from the alien firepower, and they knew things weren't looking too bright. The squad inside the armoured vehicle were clearly not happy about their current situation, the uneasiness showing on the brave men's faces.

After a quick glance through the turret, the tank commander saw one of the green armoured suits. Throwing caution to the wind, he ordered all weapons to fire, even the squad's grenade launcher though it meant the poor trooper would be in danger. He had had enough, the hulking Xenos construction was going down.

The guns started blazing, dozens of bullets and beams unleashing the Emperor's fury on the alien enemy. After a few seconds and hundreds of shots, the tank commander opened the turret yet again, curious to see the damage they had inflicted. Shocked and in total disbelief, he saw the battlesuit still standing tall, a few minor craters where the hits had impacted. He saw the construct turn around mid-air, surprisingly agile for its size, to fire on the Chimera. Closing the turret he prayed a silent prayer that he would live through the battle, although the chances were slim.

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Old 05 Nov 2006, 15:58   #5 (permalink)
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Default Re: Tau Community Game #1

[size=12pt]Tau turn 3:[/size]

Movement:

The 6 man Fire Warrior squad moved north towards the small rock. The other Fire Warriors moved north-east to get behind the hill (this is only passable on the northern side; requiring a normal difficult terrain test). The Stealthsuits also moved out north-east.

Both Crisis suits made a small move east - north-east to get a clear LOS to the Chimera.

Shooting:

Not much shooting, the Veterans were behind cover and the Fire Warriors had moved. The Crisis both unloaded their deadly payload on the Chimera. The first missiles hit but failed to penetrate the vehicle. The second pair, coming from the Fireknife, scored a succesful hit followed by a penetrate. Rolling a poor 1, I remember it was open topped; meaning armament destroyed, crew stunned and emergency disembarkation (Weapon destroyed: Heavy Bolter). The Armoured Fist passed their pinning test. This means they are free to move and shoot in the ensuing Imperial Guard turn 3.

Assault:

The suits all moved into the cover of the hill; the Stealth suits advancing further.

Overview:



Observing the enemy relocate, the Guard knew what was to come. Their Sentinel was gone, and the Veterans were all but annihilated. Trying to rush forward, a last ditch attempt to catch the Tau by surprise with a sudden attack, they all knew it was daring but their only real chance.

A few of the Xenos moved out from cover again, and its intention was as clear as a sunrise: It intended to once and for all deliver the final blow that would see the rest of the Imperial Guard smashed apart; vehicles and men alike. Lifting their dreaded weapons to a perfect firiing arc, the Chimera crew could observe the deadly missiles coming ever closer. They would not be as lucky this time...

This time the armoured hide didn't prove enough. A missile penetrated its outer hull, only to explode close one of the tank's main weapons. The crew and squad were struck with fear. They quickly got out of the tank which they feared could blow up at any point. Once they had gotten out of of the Vehicle, they realized it would be safe... For now. Some 30 feet away they saw what was left of the heavy bolter after the fearsome firestorm. Observing a few Xenos in the distance, the Armoured Fist squad found their position and made ready their weapons. Finally they would have their chance to actually participate.


[hr]
[hr]


[size=12pt]Imperial Guard turn 3:[/size]

Movement:

The Veterans moved out toward the Chimera. The Chimera, being stunned, stood still. The Armoured Fist squad stayed put, intending to fire on the Fire Warriors.

Shooting:

The Armoured Fist squad fired at the Fire Warriors. The grenade launcher was even in range, but the Guard were out of luck and managed only to kill a single Tau.

Overview:



Their lines were falling. All seemed lost to the Imperial Guardsmen anxiously waiting for a foe to appear. The Veterans moved out from their position, trying to reach the Chimera in order to gather what little was left of the scouting force. The Chimera crew members were still too shaken from the last missiles, which seemed to have made quite an impact on their armoured vehicle.

A Xenos unit came into vision for the Armoured Fists. Their squad sergeant didn't think twice, this was finally their chance to get to fire back. After all the waiting and a literal hell inside the Chimera, he knew his men were ready. Today, they might die. Today, the Emperor might save them. It matters not he thought, we are here to defend the Imperium. "No man died in his service that died in vain". The colonel's words were well-known, his usual cynical reply after a battle. Enough thinking he thought, and told his men to fire. The squad opened up, the weapons blazing at the Tau. A grenade was launcher, the autocannon shot and a hail of lasbolts flew towards the hated enemy. As the dust cleared, the Imperial Guard saw to their dismay and terror that only a single warrior had fallen...

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Old 05 Nov 2006, 15:58   #6 (permalink)
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Default Re: Tau Community Game #1

[size=12pt]Tau turn 4:[/size]

Movement:

All battlesuits moved over (or, on top of in the case of the Stealthsuits) the cliff to get a clear line of sight to the Armoured Fists and the Chimera. The 5-man Fire Warriors moved north and a tad bit west, making sure not to be seen by the Imperial Guard.

Shooting:

The shooting phase started out with the Fireknife firing at the Chimera. No damage done. The Shas'vre followed up with a single penetrating missile, resulting in Immobilized and Crew Stunned. The Stealths fired at the Armoured Fist squad, passing their target priority test. They killed the 4 men they could see (including the grenade launcher guy). The 6 Fire Warriors also shot, but failed to kill anyone (I rolled an obscene amount of 1's). The Armoured Fists duly passed their morale check; rolling a 5 and a 2.

Assault:

All battlesuits moved back into safety behind the cliff, fairly content with their effort.

Overview:



The enemy were closing in like hungry wolves close in on a wounded deer. All around them the men could feel the Xenos relocating for another strike. Doubtlessly, this would leave them shattered, if alive at all.

Suddenly a missile hit the Chimera, and an explosion was heard. It was soon followed by another. The seargent could still hear the crew on his intercom, and ensured his men that they were still alive. A track was blown off, and he knew they were stranded. He was glad that they were still alive, but only the armoured hide of the Chimera could possibly help them survive through the day.

Ghaman, known for his keen sight, saw something moving, a rather blurry vision, although seemingly not very far away. As he told the rest of his squad about the weird "thing", blue bolts of energy poured into them. A few seconds later the storm was over. Ghaman, together with three members of his squad, lay dead on their ground, neat and round holes covering their bodies. The squad started to panic, but the sergeant kept them in place. "He who fights and runs away, lives to fight another day" didn't apply. The commissar would execute anyone escaping the fields, and he would rather die a heroic death against an enemy than at the end of a laspistol, displayed as a traitor and coward...



[hr]
[hr]

[size=12pt]Imperial Guard turn 4:[/size]

Movement:

The Veterans moved forward, grabbing the cover by the woods. The Armoured Fists stayed put, weapons pointing at the Tau.

Shooting:

The Veterans only saw the small Fire Warrior group which were too far away. The Armoured Fists had their autocannon in range however, and 2 well-placed shots hit home, killing 2 Fire Warriors. This forced a morale check which they failed (I rolled 11!) and fled 4".

Overview:



The Veterans moved forward, trying to close with the Xenos. Hopefully this would buy some time for what was left of the Guard force. They had almost given up hope, but faith in the Emperor kept them moving. Finally reaching a fence, they stopped, hoping the small cover would be enough to keep them alive. For now.

Again, the Xenos were visible in the distance. The men didn't hesitate to open up this time. The fire erupting from the squad was not as strong as the last time. The squad was pretty far away, and only the autocannon rounds managed to find their targets. This time however, 2 enemies fell. The remaining 3 panicked and fled. A huge cheer went up from the small squad of guardsmen. Maybe today would turn out to be their lucky day?

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Old 05 Nov 2006, 15:58   #7 (permalink)
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Default Re: Tau Community Game #1

[size=12pt]Tau turn 5:[/size]

Movement:

The Fire Warriors who fled didn't manage to rally. The rest of the Tau force moved in for the kill, sensing victory was near.

Shooting:

Oh dear. Where to begin? The XV8's opened up against the Chimera and its unit. After a scattered template and a few unlucky missiles no damage was caused. The Stealths and Fire Warriors opened up against the Veterans, annihilating them.

Assault:

All suits jumped back over the hill.

Again, the Xenos moved in. This time there would be no mercy for the veterans which had been advancing for some time now, desperate to buy their comrades precious time to hold the enemy back.

The aliens darted around a big, ancient cliff, only to open up against the veterans. A lot of the rounds were absorbed by the fence they were hiding behind, but to no avail. The last two brave veterans fell to the ground, shot to death by energetic bolts from unknown guns.

Soon after a couple of hulking behemoths smoothly jumped up and stopped mid-air over the cliff. The armoured battlesuits, the main strength of the Xenos and the number one fear among the guard. Their missiles were again aimed at the Chimera, with a strange device targeting the guardsmen behind its hull. The Chimera miraculously survived the destructive power of the missiles, this time without any visible damage caused. The squad heard a series of explosions around them, turning to see the ground a mere 5 meters behind them being torn apart. Whatever caused this didn't matter, all they cared was that they weren't hit.


[hr]
[hr]

[size=12pt]Imperial Guard turn 5:[/size]

Movement:

Everything stood still, ready to open up against the hated Xenos.

Shooting:

The Chimera and its squad, faithfully fulfilling their duty to the Imperium, opened fire on the closest squad of Xenos, a group of 5 Fire Warriors (the only one visible), killing 3 of them. This left the squad at 2 members, which promptly fled 9" (I rolled 11 for the test ;D)

Assault:

Fairly content with the result from the shooting, there were no assault moves from the Imperial Guard.

This time both the Chimera and its squad was left more or less unharmed through the Xenos' strike. Although the veterans at last had been annihilated, the remains of the force were now ready to go down, although they would do so with a boom. The sergeant, knowing the situation was nothing but grim and that their chance of survival was close to zero, called for a last effort. Shouting and furious, the men targeted the closest enemies they could see, and aided by the Chimera they killed 3 of the alien warriors. Again the Xenos turned to run. Truly, these warriors didn't know the code of honour taught to the Imperial Guard.

Fearing the inevitable payback, the Guard embraced themselves. It mattered not anymore whether they would live or die, as long as they took as many of the Xenos with them as possible. Although all hope seemed to be lost, some of the men prayed that it would soon end. Little did they know of what was to come...
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Old 05 Nov 2006, 15:58   #8 (permalink)
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Default Re: Tau Community Game #1

This post is reserved for Turn 6
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Old 05 Nov 2006, 15:59   #9 (permalink)
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Default Re: Tau Community Game #1

This post is reserved for Community Game conclusion and closing words

[size=1pt]

Well, first of all I feel I owe you all an apology. This game took forever, way longer than expected. I thought it would go on for a week or two, maybe a month. However, something unexpected came up. Without going into details, my real life took an unexpected turn, and I lost the will to be online for some time. In short I had 0 motivation for most things. Anyway, should be better now, and I hope my next game will fare better (read: shorter).

Onto the game. I am fairly content with how it evolved, although IG took a real beating early on. I might've been overconfident on the placement of the Veterans, although it was hard to get them a decent spot at all.

Next game I want someone to influence the deployment, which brings me to my next point.

Time limits are a must. 24 hours after a turn has been posted, all orders need to be in. To solve this, I have thought of a "general". This is basically a single member being in charge of all the others on his/her side. Example: a, b, c and d play Tau. e is their general. e gets every order and passes it to me within 24 hours after a turn has been played. If anyone doesn't send their orders, it's his/her call what to do. The general of a team will also be able to influence the deployment. I will make the calls, but I will listen to their advice/thoughts.

If any order is incredibly stupid, or something needs to be done to make the force work together as a whole, the general can choose to disregard any given orders and take control himself (however this should not happen too much).

As I am sure you can see, this will make this easier for the gamemaster as he has 1 person from each team to stay in touch with. It is up to these generals in turn to decide what they want to do when it comes to discussing tactics etc with their team.

In addition I also want someone to do the fluff (and this time that guy has to be able to do it for the full 6 turns, or don't sign up at all), and I would be very grateful if OmikronAlpha wants to help me with the graphics again (he's done wonders!).

What are your thoughts? If any?

Rate the game from 0->10!

Olannon's rating: 7.5 (fairly good for the first time)

[/size]
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Old 06 Nov 2006, 14:20   #10 (permalink)
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Default Re: Tau Community Game #1

I just thought that I'd tell you guys it's perfectly fine for you to discuss anything related to the community game here (questions, thoughts etc).

The deployment and a short introduction will be up soon, the fluff has already been posted

The first turn will be played tomorrow (Tuesday).

~Olannon
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