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Battle fleet gothic 2 are agri worlds worth
Battle fleet gothic 2 are agri worlds worth






battle fleet gothic 2 are agri worlds worth
  1. #BATTLE FLEET GOTHIC 2 ARE AGRI WORLDS WORTH FULL#
  2. #BATTLE FLEET GOTHIC 2 ARE AGRI WORLDS WORTH MODS#

The inherent imbalance of detailed, large campaigns means actual strategy can be employed, such as defense in depth or defeat in detail, rather than 40k "pick this unit and win" type tactics.

battle fleet gothic 2 are agri worlds worth

In a "fair" fight, the firstborn likely would've been rolled over due to their suboptimal unit choices, even if they played well. The end result was that mechanized and airborne infantry were massively useful from a strategic sense - they could outmanuever heavier, more dangerous but slower forces with impunity, even if they didn't always win individual battles.Īs an example, a bunch of firstborn mounted on rhinos and razorbacks did pretty well against a force of bladeguard, dreadnoughts and terminators as they were able to sieze points of interest faster and engage only on their terms. I ran a homebrew campaign a while back where the markers representing various detachments on the "world map" moved based on their actual movement values. Real wars will have some pretty ridiculously lopsided battles - look at 73 Easting, Hill 3234, Stalingrad, etc. A real war is comprised of many small battles, and much of the time these battles aren't fair - part of the exercise is to maneuver your forces intelligently to set up this kind of scenario intentionally. IMO I kinda like this quirk of massive campaigns, especially if strategic-level movement is accounted for. It was fun, warfare could be as much about GDP and sanctions as troops claiming ground, though the end game was usually brutally one sided (even more so than Risk or Monopoly already are). The rest of monopoly still applied, land on a square, pay out. "Monopolies" represented continents rather than streets, so controlling all of north america or all of australia was the key to building factories (our version of houses/hotels). You could buy territory, monopoly style, or you could fight for it and take the property by force. Instead of collecting pegs directly from the territory you control each territory was paired to a monopoly property. On a related note, we used to run a custom Risk board surrounded by a monopoly-like board (printed out on a plotter). There are still some brutally one sided battles, but the worst stomps can be skipped. This way the attacker can't bully along with a larger force taking "free" ground in one sided battles, but there's still a good incentive for the defender to fight it out they can do better than 2 for 1. The last (or only) peg on a territory can trade 1-for-1. The defender has can choose between fighting the battle or "auto resolve" by trading 500 points of their own army to destroy 250 enemy points. We've had some success with a Risk board where each Risk peg represents 250 points of 40k. Often it's not worth playing out the smaller battles. The problem I've had with attempts to combine rules is a top level campaign map with army management can lead to some grossly imbalanced battles at the lower levels.

#BATTLE FLEET GOTHIC 2 ARE AGRI WORLDS WORTH MODS#

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#BATTLE FLEET GOTHIC 2 ARE AGRI WORLDS WORTH FULL#

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Battle fleet gothic 2 are agri worlds worth