Our first game of Shadow War Armageddon felt…odd. With the new rules around the corner, using a combination of new and old rules felt at times clunky. But there was more than that.
Ten orks vs 5-man Inquisition team. Our boy’s orks, armed to the teeth with melee weapons. My inquisition team armed to the teeth with ranged weapons. He likes to close and chop and I like to set up lanes of fire.
He set up a massive jungle covered factory complex for us to fight in. I would share pics, but for some unexplainable reason (I asked he had no reason), he set up his team directly across from mine, taking a 6 x 6 board and reducing it to 3 x 6. I suggested otherwise. I asked. And he smiled like he knew something I didn’t.
He did not.
Summing up the action, he walked for three turns. I ran for one and shot for two turns. He had 3 orks down before he decided to run and then bottled out or ran away to preserve his team.
Not very actiony. In fact, most of our play time was spent consulting charts. Lots of charts. Charts to hit because with all of the modifiers to hit introduced both of us had to roll over 7 on a single six-sided die. Yes, roll a 7 or more on a die that stops at 6. How do you do this? First roll a six, then roll again looking for 4 or more. Problem: When you roll a 6 that figure has to make an ammunition check, fail the check and the weapon is useless for the rest of the game. So even if you hit, you had a chance of running out of ammunition. See what I mean by clunky?
So now that you hit someone, consult a chart to see if you can wound them. Eventually the chart will get memorized. Next roll to see if they save the wound. If they don’t roll to see what kind of wound. In 40k a wound is a wound. In Shadow War a wound can be hide, lay there and bleed, or out.
I know with more games under our belt this will become easier, but I couldn’t help feel and still feel that this could be streamlined to keep the action and reduce the amount of time rolling dice.
Post game is interesting. In the vein of a campaign, each player goes through some end game steps. Get your reward of cash, a skill, or some other stuff. Those wounded figures find out what happened to them by rolling on another chart that can lead to rolling on one last chart.
With all of the above everyone had fun. That is most important. Our boy lost to me, but only because he didn’t charge the whole way across the board and he knew it. He also had Bob the Ork (his name) captured by my team so he has a reason to get back at me. Meanwhile onlookers were interested enough that an Imperial Guard team was created afterwards.