1850 list I have been playing around with. Still not one hundred percent sold on everything but had a good time playing it last week. Thinking about dropping the Dev squads for something else. maybe a Pred or something.
HQ: Chapter Master Pedro Kantor (1#, 175 pts)
1 Chapter Master Pedro Kantor @ 175 pts (Frag Grenades; Krak Grenades; Iron Halo; Power Armour; Dorn's Arrow; Power Fist)
Elite: Sternguard Veteran Squad (10#, 300 pts)
8 Sternguard Veteran Squad @ 300 pts (Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol x8; Bolter x8; Rhino)
1 Sergeant (Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol; Power Fist)
1 Rhino (Searchlight; Smoke Launchers; Extra Armor; Storm Bolter)
Elite: Sternguard Veteran Squad (11#, 325 pts)
9 Sternguard Veteran Squad @ 325 pts (Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol x9; Bolter x9; Rhino)
1 Sergeant (Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol; Power Fist)
1 Rhino (Searchlight; Smoke Launchers; Extra Armor; Storm Bolter)
Troops: Tactical Squad (11#, 230 pts)
9 Tactical Squad @ 230 pts (Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Flamer; Multi-Melta; Rhino)
1 Sergeant (Frag Grenades; Krak Grenades; Bolt Pistol; Power Fist)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)
Troops: Tactical Squad (11#, 220 pts)
9 Tactical Squad @ 220 pts (Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Flamer; Multi-Melta; Rhino)
1 Sergeant (Frag Grenades; Krak Grenades; Bolt Pistol; Power Weapon)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)
Heavy Support: Devastator Squad (6#, 215 pts)
4 Devastator Squad @ 215 pts (Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x4; Bolter x2; Plasma Cannon x2; Razorback)
1 Sergeant (Frag Grenades; Krak Grenades; Signum; Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Twin Linked Lascannon)
Heavy Support: Devastator Squad (6#, 270 pts)
4 Devastator Squad @ 270 pts (Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x4; Bolter x1; Lascannon x3; Razorback)
1 Sergeant (Frag Grenades; Krak Grenades; Signum; Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Twin Linked Lascannon)
Heavy Support: Vindicator (1#, 115 pts)
1 Vindicator @ 115 pts (Searchlight; Smoke Launchers; Demolisher Cannon; Storm Bolter)
Validation Report:
c-1. File Version: 1.05c For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter
Roster satisfies all enforced validation rules
Total Roster Cost: 1850
Tuesday, March 9, 2010
Labyrinth Lord
Labyrinth Lord games.
A few years ago I had considered running my home brew setting using basic D&D. I had decided this because I had grown disillusioned with the complexity and rules bloat of 3e and the constant debate over interpretation of those rules. The problem was that I am very protective of my old BECMI boxed sets and would have had a hard time dealing with my beloved books being handled by anyone. I drifted to Castles and Crusades and then Hack Master basic but neither of these systems captured the feel I was looking for.
Then I found Labyrinth Lord and I have to say that it is exactly what I was looking for. I have ran only a few games but have found that the lack of rules have inspired or forced the players involved to role play more and that so far the players seem for involved with their characters. Is it possible that the plethora of rules in the newer editions were somehow counter productive to role playing? I am beginning to feel that all the skill lists feats and powers were a crutch that players and GMs leaned on to avoid using imagination. I know that I am guilty of doing just that.
A few years ago I had considered running my home brew setting using basic D&D. I had decided this because I had grown disillusioned with the complexity and rules bloat of 3e and the constant debate over interpretation of those rules. The problem was that I am very protective of my old BECMI boxed sets and would have had a hard time dealing with my beloved books being handled by anyone. I drifted to Castles and Crusades and then Hack Master basic but neither of these systems captured the feel I was looking for.
Then I found Labyrinth Lord and I have to say that it is exactly what I was looking for. I have ran only a few games but have found that the lack of rules have inspired or forced the players involved to role play more and that so far the players seem for involved with their characters. Is it possible that the plethora of rules in the newer editions were somehow counter productive to role playing? I am beginning to feel that all the skill lists feats and powers were a crutch that players and GMs leaned on to avoid using imagination. I know that I am guilty of doing just that.
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