Hey there fellas. I'm the newly minted chairman of the University of Sheffield Wargamers (thats UK btw boys!), and one of my goals for next year is to get more current students into the club (we've got a few too many oldies atm!). So one of my ideas was to get a game that new members can come in to play for free, without the massive sort of investment that 40k entails...so I'm gonna give Iron Tyrants a shot! Well, I already own the book, so this is also a way to force people to play with me!
So, now that the intro is out of the way...
I've been reading the rules a bit more closely and thought I'd get a few little things cleared up:Repairing Tyrants (page 116)
How have you guys played it if a Tyrant has it's chasis destroyed during a mission, but the movement and armour is untouched? Would you class it as being completely destroyed so you'd need 3RP + 1RP for each weapon to repair it? The alternative seems a bit strange, cos otherwise you'd class it as being lightly damaged, when it was actually destroyed in game...Grand Initiative (page 117)
Is there supposed to be a limit of 3 SD to grand initiative, like with tactics, or is it meant to be open?Thraxis faction ability (page 99)
It is meant to be that you get a tactics dice whenever ANY player blitzes right? I assume that's right, but whats the fluff reason behind it? That Thraxis commanders are trained to react quickly to sudden changes on the battlefield?
And one softer question; how many rounds, approximately, have your campaign games lasted with the standard rules?
Anyway, thats it for now. Hopefully I'll get the chance to play a few random games before the end of this Uni year so I can give you guys a bit of feedback.
p.s. Thanks for all your podcasting shenanigans on Fear the Boot and the Podgecast, I doubt I would have ever finished my 40K army without all your random ramblings to keep me going!