Thursday, June 26, 2014

So what did I learn from the Apoc Game?

So I finished the Apoc Game and it was a lot of fun, but there were several problems that came up during the game. Not being any sort of a negative nanny or anything here, but I do feel the issues I encountered are worth noting, and like wise I feel these issues should be shared along with my thoughts on them so that others may benefit from my efforts both positive and negative.

A points disparity between the teams. This was a huge issue as 36 hours before the game one team was estimated to having 56,000 points and the other team having 58,000 points. With the 12500 points worth of units I was bringing everything looked like it was a set to have a really great 120,000 point battle. And then we had some people drop out bringing one team to a near crippling 32,000 points compared to the other teams 58,000 points. I handed the lower team everything I had but one person really can't be expected to make up nearly 20,000 points worth of models in an army.

So for next year I think I will put a max-points cap on each team, say 30,000 points. And then break down on a per-player basis. So let's say each team has 10 players. That means each person would be individually responsible for bringing 3,000 points to the battle. If the respective warmasters for the team wants to change this break down so that something unique can be brought to the table, they would be able to do so, one person only brings 1,500 points while another brings 4,500 for instance so that second person can bring 3 Thunderhawks or something of that nature.

Another big problem I ran into was with the tables. I had the tables set up in a sort of 'U' shape, that way people could use the length of the table as the battle field. Well, nice idea... in theory. In practice it lead to horrible bottle necking. On one table there was this huge cathedral terrain piece that basically blocked half the width of the board forcing the invaders army to progress down one side of the 4' wide board. On the other section, the invaders army stalled against the defenders as the units in the front simply didn't move beyond the engagement.

I'm not totally sold on this plan just yet, but it has sufficient merit to it that it's worth serious consideration. I'm thinking of setting the tables up as 3 rows, each row being 24' long by 4' wide, placing rulers/meassuring tapes of some form along the edges of the board, and just assuming that there is no gap between the boards. Like this:
And then for the actual game it would be played long ways. There's also been a suggestion to put the defenders in the middle of the middle board and give them a 4' x 12' deployment area and have the invaders deployed around that area with a 12" no-mans land between them. Like I said, not totally sold on the idea just yet, but am considering it.

Another problem I had was the sewers. Yeah, they were a great idea and the finished product looked really good, but those were honestly the high points of the sewers. That they looked good and were an interesting idea. Here I think my original idea of having multiple levels and dozens of pipes through out the board would have saved the map. As it were, the sewers just created a bottle neck in the 2 cross overs and that bottle was plugged by 30 terminators. For next year I'm looking at options and idea for multiple levels to the sewers and having larger utility rooms and spill ways and the like.

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