There's no doubt Games Workshop has been very creative when making N17, and there's a lot of variety and unexpected combinations that can occur in a game. Mostly this can be hilarious incidents, house ruled easily or just decided with a dice roll. I'm not good at adjusting the game, so mostly I try to stick to RAW. Here is an example of how the game has been destroyed on 2 occasions with the general tactics card "Beast Lure" card from the Escher deck:
Game 1: We tried the night fight scenario from Gang War 3. Looked fun and interesting. We adjusted it for 3 players (all vs all). One of my opponents ran forward with a ganger towards my gang in a rather suicidal fashion. What I didn't know was that my opponent had the Beast Lure card. This beast was dropped in the middle of my gang:
Since this was nightfight, I had no opportunity to stop the fighter (we house ruled templates and blasts also needed LOS within 3"). My option was to a) flee and potentially losing large parts of my gang or b) fight the damn thing! I had to try and see if it was possible to kill it. In order to do so, my gangers would need 3" proximity to even see it, so most of them got injured attempting to get within range to shoot it. The ones that survived or was not hit by the beast was unable to hit or do damage to it. My best hope was the Adept with a needle pistol, potentially taking it out with a lucky toxin roll. It all failed and I bottled out to minimize the losses, leaving my 2 opponents free to fight each other. Not a fun experience for me! I bought a webber afterwards to have a quick and easy way to shut it down.
Game 2: I played the Sabotage scenario against Van Saar, and I placed the objective in the unlit tile so he couldn't shoot it outside 3". The map was littered with dangerous industrial machinery. I had 3 sentries placed in a completely remote location, and 2 sentries close to the objective. Van Saar started preparing for the attack by lining up his gang out of sight from the 2 sentries on the center of the board, then group activated to kill the Ogryn. But they failed to take all the wounds (unlucky plasma rolls), so Ogryn became alert and could activated. I had the Beast Lure card so dropped it in the middle of the Van Saar gang, blocking access to objective, then jumped to safety. My opponent made 1 attempt to kill it (again some unlucky plasma rolls), then bottled voluntarily and fled the battlefield. If they had tried to escape, many of the fighters would be injured or taken out of action. The ones who survived would have no other safe way to reach the objective, because there was a fan on the other side or they would risk getting close to the beast lure again. And by then, I would have gotten full reinforcements to kill who ever lucky enough to escape the beast.
Here is how the beast works:
Anyone else had good/bad experiences with this card? Suggestions for fixing it?
How does the beast react to web, blaze or toxin?
Game 1: We tried the night fight scenario from Gang War 3. Looked fun and interesting. We adjusted it for 3 players (all vs all). One of my opponents ran forward with a ganger towards my gang in a rather suicidal fashion. What I didn't know was that my opponent had the Beast Lure card. This beast was dropped in the middle of my gang:
Since this was nightfight, I had no opportunity to stop the fighter (we house ruled templates and blasts also needed LOS within 3"). My option was to a) flee and potentially losing large parts of my gang or b) fight the damn thing! I had to try and see if it was possible to kill it. In order to do so, my gangers would need 3" proximity to even see it, so most of them got injured attempting to get within range to shoot it. The ones that survived or was not hit by the beast was unable to hit or do damage to it. My best hope was the Adept with a needle pistol, potentially taking it out with a lucky toxin roll. It all failed and I bottled out to minimize the losses, leaving my 2 opponents free to fight each other. Not a fun experience for me! I bought a webber afterwards to have a quick and easy way to shut it down.
Game 2: I played the Sabotage scenario against Van Saar, and I placed the objective in the unlit tile so he couldn't shoot it outside 3". The map was littered with dangerous industrial machinery. I had 3 sentries placed in a completely remote location, and 2 sentries close to the objective. Van Saar started preparing for the attack by lining up his gang out of sight from the 2 sentries on the center of the board, then group activated to kill the Ogryn. But they failed to take all the wounds (unlucky plasma rolls), so Ogryn became alert and could activated. I had the Beast Lure card so dropped it in the middle of the Van Saar gang, blocking access to objective, then jumped to safety. My opponent made 1 attempt to kill it (again some unlucky plasma rolls), then bottled voluntarily and fled the battlefield. If they had tried to escape, many of the fighters would be injured or taken out of action. The ones who survived would have no other safe way to reach the objective, because there was a fan on the other side or they would risk getting close to the beast lure again. And by then, I would have gotten full reinforcements to kill who ever lucky enough to escape the beast.
Here is how the beast works:
Place the Beast’s Lair marker within 3”
of this fighter. Then, they can move up
to D6”. If they end the activation within
6” of the lair, there is a chance they will
be attacked as normal.
If a fighter starts or ends an action within 6” of the Beast’s Lair,
they risk rousing the beast. A fighter can only risk rousing the
beast once during their activation. To see whether the beast is
roused, roll a D6. If the result is a 6, or higher than the number of
inches between the fighter and the marker, they are attacked.
This is treated as a Strength 6, AP -2 Damage 3 attack with the
Knockback trait, originating from the center of the Beast’s Lair
marker. Fighters can attack the Beast’s Lair marker, subtracting
2 from the result of any hit rolls; it is treated as having a
Toughness of 4 and 3 Wounds. If its Wounds characteristic is
reduced to 0, the marker is removed.
We discussed reducing the Strength to 2, no AP and only damage 1 to completely cripple it in future games.of this fighter. Then, they can move up
to D6”. If they end the activation within
6” of the lair, there is a chance they will
be attacked as normal.
If a fighter starts or ends an action within 6” of the Beast’s Lair,
they risk rousing the beast. A fighter can only risk rousing the
beast once during their activation. To see whether the beast is
roused, roll a D6. If the result is a 6, or higher than the number of
inches between the fighter and the marker, they are attacked.
This is treated as a Strength 6, AP -2 Damage 3 attack with the
Knockback trait, originating from the center of the Beast’s Lair
marker. Fighters can attack the Beast’s Lair marker, subtracting
2 from the result of any hit rolls; it is treated as having a
Toughness of 4 and 3 Wounds. If its Wounds characteristic is
reduced to 0, the marker is removed.
Anyone else had good/bad experiences with this card? Suggestions for fixing it?
How does the beast react to web, blaze or toxin?
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