The disaster that is the Beast Lure

TopsyKretts

Hive Lord
Dec 29, 2017
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Norway
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:

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.

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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If you think this is fun, try playing the Monster Hunt scenario from GW3. On top of all of the usual beast token restrictions, they also can't be shot at from further than 6" away.

After playing it once and realizing how many questions we had during the scenario, we decided to essentially ban it. Is there a maximum number of beast markers that can be generated? Does a fighter suffering multiple flesh wounds or serious injury rolls create multiple beast tokens? Do the beast tokens disappear when 6 have been killed and the monster reveals itself? Can the sump horror suffer serious injuries? How does it interact with toxin/web/blaze/etc?

Can beast tokens be placed within 1" of enemy fighters? Are they engaged?

So many questions.
 
I dunno...I find things like beast lair are why necromunda is fun. Necromunda isn't meant to be a balanced or even fair gameplay experience, it's about shenanigans like the beast lair! Although I guess ymmv...
 
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You think the game is fun when it's basically over in round 2 or 3, before a single shot is fired? I agree random crazy unbalanced things can be fun, but the result was we didn't really get to play our 2nd game yesterday. Just set it up, move models for 2 turns, then do post-battle actions.

I actually like the special play cards in Blood Bowl, but none of them end the game in turn 2 or wipes out half of the opponent's team.
 
Beast lair can be horribly strong in the right circumstances.

It does sound like you have made a rod for your own back with the night fight and dark tunnel rules making it even more effective.

Is it any more overpowered than the Van Saar card that kills you on failed initiative roll or the new Cawdor card that sets everyone in a terrain piece on fire.

As a side note if you think beast lair is overpowered then don’t play the monster hunt scenario. 6 of those bastards on the board is definitely an experience.
 
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The insta-kill card is no where near as deadly as a well-placed beast lair. The burning terrain looks like it might be the worst though.
 
My group loves the beast lair card. We now plan around it being used, so we try to make sure we make alternative routes to get places or gear up to counter it.

Reading your stories made me laugh as I've had similar. But our group loves it, not hates it. Also slightly unrelated, your house rule for template weapons in darkness is exceptionally strict and literally countering their purpose. Part of the rules of blaze and template weapons is to help mitigate the darkness penalties. I highly encourage you and your group to remove that and it takes away some of the few counters and tools to handle darkness.
 
So a gang with 2 nade launchers can simply blast away at 24" all game, while the other gang must advance within 3"? My initial interpretation was blast and template was not affected, but I didn't dare bring that up. It seems very cheesy to be able to snipe with pinpoint accuracy using grenade launcher it complete darkness. Less so with templates, but still a massive advantage.

If you look at the Zone Mortalis map, there's no alternative route to reach the objective safely. I do enjoy crazy things, but when a single random card end the whole game, I feel it is too far.
 
@TopsyKretts in both of the above scenarios you have made the beast lair a problem.

In scenario 1 all you needed to do was move away from it instead of engage it. As alternate house rules to crippling the beast lair you could also try either enforcing the 3” range limit on the beast lair or having it get a muzzle flash marker when it attacks.

In scenario 2 you have set the board up to limit access to the target with the fan and meat grinder in the way of 2 entries which exacerbating the beast lair. That said you can still move around the beast lair and enter from any of the other 3 sides in the photo you have posted.

I would suggest a simpler house rule being that the target can’t be placed within 6” of a special terrain feature and that the centre tile gets flipped to show no special terrain if it has been picked.
 
Game 1: The beast attacks when activating a model, so if I had tried to escape, many fighters could have been wounded and easily taken out of action. I had one chance to take it out with the needle pistol, but failed.

I don't think it's very thematic to have muzzle flash on a beast attack, because it mostly resembles a close combat attack.

Game 2: It would have taken many rounds for the Van Saar player to move around the obstacles, in the mean while I would have full reinforcements to take them down. The Van Saar player would also potentially lose a lot of fighters trying to escape the beast.

If the centre tile was flipped, would have placed the objective elsewhere, in a different unlit tile.

But yeah, just run away from the beast is the best strategy, even if you lose some fighters in the process. The way it works, attacking before your action, is super-killy.
 
The best advice I can give is what you already know. If that card or monster scenario comes into play often, start planning on it. Make sure you take a tactics card which gives you a free vent/shaft placement. Have one or two mooks carry a fire grenade so you can just toss one on it and let it burn to death in a few rounds. Or bring some firepower to bear to kill it as soon as its deployed. Or how I and my group plays it; when we setup the board we keep that thing in mind. I always try to place terrain to my advantage or disadvantage of my opponents. If I see several tiles or a choke point, I make sure I put down another way or adjust the next placement for my liking.

What I tell all my Necromundaunda players is you will screw up. You will lose a bunch of guys. And in your first campaign, you will voluntarily bottle out many many times as your opponents have outmaneuvered you, tricked you or caught you off guard. A huge part of the game is knowing when you've been bested or have lost due to luck and you just need to cut your loses and run to fight another day.

Whenever I am bested or caught off guard and am not sure how to beat something, I'll mimic it and see what other people do to try and counter it if I cannot think of anything. Try this with your group; unless your group really doesn't like the card, house ruling it out is fine as well. I personally just love it and try not to cut anything from the game at all, but I'm a purist.
 
Yeah I want to include as much as possible too, so not happy about house ruling it. How do you think blaze, web, toxin or gas effects it?
 
My group loves the beast lair card. We now plan around it being used, so we try to make sure we make alternative routes to get places or gear up to counter it.

Reading your stories made me laugh as I've had similar. But our group loves it, not hates it. Also slightly unrelated, your house rule for template weapons in darkness is exceptionally strict and literally countering their purpose. Part of the rules of blaze and template weapons is to help mitigate the darkness penalties. I highly encourage you and your group to remove that and it takes away some of the few counters and tools to handle darkness.

So a gang with 2 nade launchers can simply blast away at 24" all game, while the other gang must advance within 3"? My initial interpretation was blast and template was not affected, but I didn't dare bring that up. It seems very cheesy to be able to snipe with pinpoint accuracy using grenade launcher it complete darkness. Less so with templates, but still a massive advantage.

If you look at the Zone Mortalis map, there's no alternative route to reach the objective safely. I do enjoy crazy things, but when a single random card end the whole game, I feel it is too far.

How I read the rule is that you can shoot the teardrop template as that (if I recall) doesn't need LOS. The blast template on the other hand needs you to be able to see the point on the board that you targets, so you wouldn't be able to shoot a grenade launcher, for instance, at somewhere beyond 3" of the modell. Unless you had some fancy wargear of course!

It does sound however like the two times you've used it was the exceptionally good circumstances for the card. But also, if you and you're gaming group feels that some cards makes something boring then why use it? Me and my group has stressed the importance of fair play, so we tend to not ambush each other if we're both at equal strength etc, and on a 3D board we make sure to use most of the terrain available so as to make it a fun and interesting experience for everyone involved.
 
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It's put in an appearance in five of our campaign battles; one of the players likes it and uses it on occasion, and there was a Arbitrated scenario that featured one in play as a board element. It is definitely strong, but as a group we like the gonzo oh crap! factor of it and thus haven't toned it down. We may eventually if it gets to be not funny anymore, but for now we're good with it.

 
After trying the Monster Hunt scenario, we changed it to attack at most once per Round. It essentially has a Ready maker, and can only take one action per turn. It's still brutal, but a bit more reasonable.
 
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If your gangers needed 3” prox for night fight to see the beast I would have dropped the beasts prox to the same, only fair. You could house rule the beast lure to not active until D3 activation it you find it a bit of a nuke in future, personally find it dies in cqc quite easily.