Yakhammer 40k AKA Yakhammer in SPAAACE!! AKA SUMPHAMMER!! (2nd Edition Discussion)

Gunkaiser

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It's a problem in Legion too... Making activation count the tie breaker for "blue player" rather than points does a pretty good job of fixing it.
 
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Gunkaiser

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What’s a blue player?
Sort of the attacker? They get first choice of sides and first choice of cards to eliminate (deployment/conditions/environment) so have a huge advantage in terms of defining what the battlefield conditions are gonna look like. If you want to win on turn zero you want to be "blue".
 
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CaptainDangerous

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In warlord’s drudge dredd and strontium dog the dice bag (tokens in this case) rules apply, but for every ’character’ you get a special dice (token) that allows you a chance to return the dice (token).by successfully passing an initiative check. You can still choose to activate a grunt with a special dice, but the chance to return the dice is lost, or visa versa, you can activate a character with a non special dice (token) but again, the iniative is lost.

what I’m getting to, however, is that maybe for Yakhammer 40k, maybe units that have a high leadership or are over a certain amount of points get to put such a die in the bag? That way the small elite factions get the chance, but don’t automatically suffer?

*p.s. Remembered they are tokens not dice (Iv still yet to play a game, Iv got a giant pile of polystyrene waiting to be turned into Mega City Too)
 

Luke82

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I saw some alt activation rules that had the army with a higher strategy rating add a number of extra tokens to the bag equal to the difference in strat rating, I thought this was a pretty simple way to give smaller, more nimble forces (with their higher strat rating) a boost to activations that will help close the gap a bit. No one gets to go twice, unused tokens are just left in the bag once all units have activated. We will give it a try and see how it goes.
 

Oxymandias

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Hey, long time lurking first time posting blue imperial guard general of the planet "Wargames Illustrated" army here.

http://projectanvil.blogspot.com/search/label/Cheat Sheet - this website has been a great resource for 2nd ed bits.

The alt activation mentioned by Luke with the extra tokens for higher strat rating is here:


(Credit to project Anvil)
 

Luke82

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More 40k with @Oxymandias yesterday evening, as the Imperial Guard continue their efforts to subdue the genestealer cult. A full 2,000 points on an 8’ x 4’ this time, and we had a psychic phase for the first time (we stuck to conventional turn order because of this, no alt activations just yet).

This was a close game, and came right down to the wire (we nearly always play until a clear winner comes out, rather than to a turn limit, our fluffy brains cant handle ending games before one side has been clearly spanked!). I got lucky with some stellar heavy bolter fire taking out two squads which pushed me out in front and we called it a win for the cult.









Still getting a handle on the system so nothing really leaping out as in real need of tweaking yet, in terms of basic rules anyway. Psychic phase was fun, I had two level four psykers vs none for the imperial guard, and it didnt seem harsh for the imps.
 

Luke82

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Moar gamez!

My Allied Labourers Insisting on Expanded Net Salaries took on the cruel Imperial fat cats in a battle for a water processing plant. It was our first time playing properly with missions and victory points and it was good… generally we are too fluffy to play the ‘battle for five random points’ scenarios of modern games but the missions in 2nd Ed are a bit more varied, with my cult getting points for more destruction and the guard trying to get a unit into my deployment zone. After four turns i’d done enough damage to race ahead in points and the imperial guard chimera that was the last hope to get into my deployment zone ran into an angry Patriach, so the cult took the W… it was the start of our mini campaign as well so we dished out some xp to heroes and the imperial guard commissar got an eye burnt out by a cult flamer.










 

Luke82

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And last night we had a multiplayer game so thought we’d try out the Bolt Action alt activations. My chaos warband took on two ork mobs all fighting over a water well in the middle of an arid desert.





The alt activations worked well, and were definitely the right way to go with a multiplayer battle. We left psykers out as we still dont really know how to handle them with alt activations. Close combat is going to require some thought as it got complicated when my chaos lord was having an ongoing fight with an ork dread and was charged by some gretchen. In normal turn order its pretty simple to work out, but with alt actions not so much, we didnt know how to best order the combats. One on one was simple, we fought a round each time the units involved activated so you ended up scrapping twice in a turn (as you would with normal turn order) but as soon as another unit was involved it got a bit messy.
 

ClockworkOrange

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Do a combat every time the units activate? Kinda disadvantages the Gretchen but hey that’s kinda right.

Tables look great!
 
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Luke82

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The issue was that the chaos lord got massive penalties for fighting so many opponents, and deciding when those penalties ended, as you’re technically smudging two turns into one. So if orks went first the Gretchen charge in the charge phase and then the chaos lord fights them all in the combat phase, by the time he gets to the dreadnought he’s at -4 to his combat score (which is why the Gretchen got fed to him, to soften him up for the dread). But next turn he’s only fighting the dread, so no penalties… this isnt so clear cut in alt activations as it wouldnt be fair for him to still be carrying over the penalties when he activated as it’s technically his turn now and there’s no gretchen knackering him out. We worked it out that gretchen fought and bravely died, then when the chaos lord activated he was at the -4, but then when the dread activated and they fought again he didnt have the penalties. This seemed the most fair way and luckily we were pretty chilled about it but i imagine it would be pretty hard to codify how it would work and could lead to some different interpretations.
 

Ben_S

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It's a long time since I played 2nd edition, so my memory may not reliable, but from what I remember you're right: the mission cards seemed to have much more character than 'hold this objective'.
 
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