by Keith Collins » Tue Sep 17, 2013 8:53 pm
I had a great time,
I really enjoyed playing Q-man in Blood Bowl.
Lessons Learned:
The great HEAT debate. The German 37L does not have HEAT until 1942 (May IIRC). It's not on the counter or in the Ordinance notes, It's in the Heat rules section in chapter C.
The KGP maps I have while looking fun are really hard to play on because the colors change from map sheet to map sheet and there is little to no difference in the colors from one level to the next in some spots. It made it a bear for Randy and I to play our KGP 11 and contributed greatly to our bailing on the scenario. Too bad I really want to play on those maps.
Tigers and Panthers are hit/kill machines. I should use more smoke. I like slopes, they add a new dimension to hills. The barb wire fences as implemented in KGP suck. You should be able to create a breach or clear them.
Calvary is fun in small scenarios where there is not a lot of firepower to do them in with the -2 mod. Deploy, deploy, deploy, when using calvary. I'm not a fan of how infantry overrun is set up in the rules, it's to hard to do. x2 MF to move into the hex, only if you can pass a TC modified by adding the terrain mod to the TC. I think it should be either an unmodified TC or x2 MF. I mean cripes, we are talking about 1 guy holding off a squad+
Had a ton of fun, I actually counted counters in a game for a change.
Comfortable with Chapters: A-G, J, O, P, & V
Will play ASLSK to teach new players
Will happily play anything ASL (IIFT preferred)
sig erratta (replace Chapt P above with Q)