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Messages - mattdros

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Well I think it could be partially solved by just allowing the bandits to perform any action you want, rather than having to mimic that which you have just performed. As its been said though, the problem comes when it comes to combat. Its a massive disadvantage to make combat actions, as you are going to have them directed straight back at you. Personally I think it would be better for your opponents to control the bandits actions immediately after you have acted, however this messes too much with the reaction system.

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Gaming/ Cutlass! / Re: HQ Upgrades...
« on: July 20, 2011, 11:39:46 AM »
Yea that's basically what we have been doing, pistols and muskets are a much more appealing prospect. Some really are terrible value for what they actially do, but some like the trading post will pay for themself over time.

Matt

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Gaming/ Cutlass! / HQ Upgrades...
« on: July 19, 2011, 02:58:42 PM »
Just wondering how much people have been doing this in their campaigns. We have a watering hole ad trading post among our group, but nothing else. Some of them dont seem a great acquisition for their cost (Im looking at you, Watchtower..)

How effective/useful are you finding your upgrades. I love the trading post, but won the upgrade through an encounter. Not sure I would pay 175 for it...

Matt

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Gaming/ Cutlass! / Re: Cutlass rules questions/clarifications.
« on: July 09, 2011, 07:52:47 PM »
Hmm, we played Swoop that way this past Thursday. The result? Dwarves roll 3, Undead roll a 19. One turn game and 5 crippled Dwarves.

Although it was in my favour, it pretty much ruined the game. I think from here on in we will play it as it granting a bonus D12 instead, or that all rolls oon the D20 are capped at 12.

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Gaming/ Cutlass! / Re: Cutlass rules questions/clarifications.
« on: July 05, 2011, 07:17:25 PM »
2 more issues:

1. A Leader with Au d12 is leading the attack in a Swoop, gaining +1 level to Au. Is he really rolling d20 for Au?

2. Hired hands can be given weapons and experience, unlike special characters. Can the equipment they come with be placed in to the stash, or given to other models?

Any clarrification on these?

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Gaming/ Cutlass! / Re: Slaughter in the Dread Isles - Week 3
« on: June 21, 2011, 11:33:55 PM »
Nice report man. I didnt do a write up this week as the game was a little brutal on my guys and didnt fancy reliving it lol.

However much like, my Captain gained 10+ experience even in a losing cause, and got an accuracy uprade too! Puts him at D10 for ACC, DEX and Authority. He's becoming fairly formidable.

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Yay for no 50% or gang death then.

Matt

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Gaming/ Cutlass! / Re: Undead vs Navy vs Dwarves- Battle Report
« on: June 13, 2011, 09:16:14 AM »
As I said, Im currently not in possession of the book so am working from third hand information. But you sound fairly clued up so I'll have to take your word for it :wink:

Either that or start making outrageous claims that have you flicking through your book constantly.

'Ah, but can I refer you to book 3, page 1463.63, paragraph penguin, clause santa'

On a possibily related note, how is your book holding up? We've started to have a few pages fall out

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Gaming/ Cutlass! / Re: Undead vs Navy vs Dwarves- Battle Report
« on: June 11, 2011, 09:57:33 PM »
I was going to but with all 3 of us playing it would be a bit difficult. In addition to which, we don't have enough suitable terrain, so everything is a bit mix and match atm. Gothic building, orc village, picket fences etc. Also, I'm something of a paintophobe, more or a gamer than a painter. That said we are currently constructing some papercraft buildings and the dwarf and Navy gangs are painted to a decent standard, so perhaps next time they face off Ill take a few pics.

Matt

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Gaming/ Cutlass! / Re: Undead vs Navy vs Dwarves- Battle Report
« on: June 11, 2011, 04:46:43 PM »
As I understand it doesn't say anything about after completing actions. Like you I don't have the book to hand as we bought one between our group and it's not currently in my possession. I'll look it up and if there's still ambiguity I'll just have to wait until we can get some sort of official ruling. I do agree your way seems to make a lot more sense.

There was a second battle the other night which I was not involved it which I may write up later.

Matt

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Gaming/ Cutlass! / Re: Undead vs Navy vs Dwarves- Battle Report
« on: June 10, 2011, 09:17:07 PM »
 See this was a point of contention and something we do need to seek clarrification on. We had been playing that you only went to a recovery phase if all players voluntarily ended their activations, ie were not reacted to or run out of points. For example we would have gone to the recovery phase, had the dwarf player decided to pass. Anyway, for this game we did actually say we would play it the voluntary passing way and seek a clarrification afterwards  :thumbup:

But yes, I did get massively lucky, however I do feel I was due some after my horrific luck in recent weeks with deaths.

Matt

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Gaming/ Cutlass! / Undead vs Navy vs Dwarves- Battle Report
« on: June 10, 2011, 04:42:33 PM »
This week we tried a multiplayer game for the first time. The gangs partaking were my 6 strong Undead gang, a 5 strong Dwarf gang and a 5 strong Royal Navy gang. The scenario we chose was Skirmish, as it seemed to lend itself to the multiplayer format, and didnt look like it would take too long.

The board was set up with a road running from north to south, just off centre, with low walls lining it. To the east and south were the edges of a small town, whilst the north and west were largely open fields with the odd low hedge and outlying buildings. As I had the most models, my undead deployed first and chose the well fortified area at the most southerly point of the road inside the refuge of some buildings. The Navy then deployed in must similar fashion on the Eastern side of the road. Finally, as the scenario says you can only deploy at least 18 inches from an enemy, the dwarf player was forced to deploy to the North West, sheltered partially by some outlying farm buildings.

The authority roll gave the Undead the lead wth a roll of 9, followed by the Navy on 7 and the Dwarves on 5. Taking the initiative the Undead moved up through the town and to the walls that marked the edges of the fields to face the Dwarves approaching from the North. A small number of pirates moved East to another barricade and waited, should the Navy advance in that direction. After a few activations of movement, the Undead opened fire on a loan Dwarf to whom line of sight was unobstructed. Their aim was true as one Wraith's musket found and injured its target, whilst the second one finished the job, also with a well aimed musket round. With no other shots on and a lot of activations to come, I passed with 5 points remaining and the Navy became active.

The Navy began to advance towards the road, hoping to score open some lines of fire to the horribly out of position Dwarves. Will no shots on as yet  and being eager to preserve his Authority stash, the Navy player passed after one activation, leaving him with 6 points.

Out gunned and out of position the Dwarves knew they needed to move up quickly and try to force combat, their strongest suit. They spent the bulk of their activiations shortening the distance between themselves and the rival gangs. The captain and 2 venerables sped (as fast as Dwarves can speed) towards the Undead, finally taking refuge amonst the last clutch of buildings beore they reached the Undead. A further Venerable went east, towards the low walls on the Western side on the road, whilst the last remaining dwarf pirate crossed the road , hoping to attack the Navy from the north. At the end of their activation, the captain tried a musket shot at a one legged Undead pirate. Although he hit, the Pirate was able to shake the shot off without any ill effects. Out of authority and relatively exposed, the Dwarves would have to hope they survived the turn.

The lead passed to the Navy who needed to make their mark on the game with the Undead already having scored a wound. he first activation was spent advancing, as two Marines approached the Undead who had split off to hold their Eastern flank, whilst an officer set off north towards the lone Dwarf pirate crossing the road. The captain and the last remaining officer readied to open fire on the Venerable who had come to the edge of the road. With that thei opened fire, however somehow the Dwarf was left standing. AN assault on the Undeads Eastern flank was equally fruitless. To make matters worse, the lone Officer was outof range of the Dwarf pirate on the road and could ot shoot. After a few reloads and a few more movements, the tried again but to no avail, the shots either missing or their foes too resillient. In the last activiation, the lone officer managed to injure the dwarf on the road, although the other officer, who had since crossed the road towards the Venerable was unable to harm him. The two Marines , fearful of riposte, withdrew out of musket range of the Undead.

With 5 authority points remaining, and 3 wounds to get, I know I could end it in the first turn. My first activation was a movment, as the two pirates on my Eastern flank tred to sprint towards the Marines who had moved away from them. However both stumbled and only moved forward an inch rendering them largely useless. Next I ordered a firing aciton, first witht the one legged undead pirate who had a clear line of sight to the Navy officer who had crossed the road. With the firer out of the targets line of sight, I was able to score a hit, and then an injury to put me a step closer to victory. To make matters better,my Wraith scored an obscured hit on the Venerable at the side of the road, my opponents constitution rolls desserting him , as his 1 allowed me to score another injury. With 3 authority points left and one injury to get, I was fairly confident. 3 reloads later I was ready to try my luck against the dwarves sheltering a short distance away. The first Wraith missed, the cover too heavy. Although the second Wraith has a better angle and managed to hit, his round could not pierce the Dwarven armour. Finally, with one aithority points left, my captain fired upon the last remaining Venerable. His obscured shot hit and, one again with the aid of a poor constituion roll, managed to score the wound that won me the game. With that the game ended, the Undead the victors.

In summary, I think multiplayer games do work. I think the system is flexible enough to accomodate them and throughs up a whole new tactical level that you have to think about. That said Im not sure we picked the right scenario. The Dwarves really were screwed from the get-go and once they were out of Authority, they were basically sitting ducks. Perhaps something with a central objective is required, Im not sure, we may have another bash next week. The only other criticism is that they do seem to take a hell of a long time. That was only one turn (albeit with 21 authority points rolled) and still ran at close to wo hours.

All in all though, a good laugh, and Im very happy with my shiney new trading post I got as a result of wining. Brace of Duelling pistols all round I think  :D

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Gaming/ Cutlass! / Re: Slaughter in the Dread Isles - Week 2
« on: June 06, 2011, 03:22:10 PM »
Sounds great, I'll definately type something up when we play this Thursday  :D

How are you finding that multiplayer games are working out? We tend to think it is a game designed for 2 players, although admittedly haven't tried it with more than two? Are all the encounters suitable? How does the reaction system work with two inactive gangs? I assume there could be situations where two gangs could react?

Would be nice if it turns out to be a viable option as we invariably enc up with 3 players lol

Matt

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Gaming/ Cutlass! / Re: Horses in Cutlass
« on: June 06, 2011, 03:00:39 PM »
Well I certainly think the Spanish could be a decent expansion to the ransge, and as such everything that would comme with them.

Matt

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Gaming/ Cutlass! / Re: Dave Graffam Maritime Buildings and Boats
« on: June 04, 2011, 04:59:20 PM »
Our group recently invested in some of these, although as yet we haven't constructed anything. Pretty impressive stuff though and a great cheap alternative to regular terrain.

Matt

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Gaming/ Cutlass! / Re: Horses in Cutlass
« on: June 04, 2011, 04:57:04 PM »
Well to be fair, none of the Encounters happen at see. Regardless, it isnt something I think would work that well within the rules. You'd assume they would have increased movement, which I think could make using them very difficult.The fact that everyone model must make the same action (special actions aside) means you could end up wasting activations to get your already in combat calvalry to make a combat action.

That said I suppose, were the game to expand, that would realistically be one direction it could do. Thematically though it's not for me.

Matt

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Gaming/ Cutlass! / Re: Is anyone else finding...
« on: June 03, 2011, 12:01:38 AM »
Yea the cut and run thing is something we have spoken about, however we thought we would give it a go with the rules as intended. I like your alternative wound chart, may give it a go if things don't pick up in the next few games.

Will endeavour to put a few battle reports up in the next few days

Matt

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Gaming/ Cutlass! / Re: Starter Crew Builds
« on: June 02, 2011, 11:59:46 PM »
As I remember the Navy started with 6 fighters. The captain, 3 officers and two Marines, all armed to the teeth. The Dwarves went down the same sort of route as me in regards to how many from each category.

Yea its incredibly difficult to get the right build. I think Rogues are such a risk for Undead, they die so easily its unreal. Thus far Ive faield to raise anyone annoyingly, although I almost bagged myself a Dwarf Captain the other night.

I find Wraithes to be incredibly useful. With the Regular pirates geared initially towards hand to hand, the Wraithes offer that extra bit of cover fire with their above average Accuracy score, and Ghost as a roll will increase their chanceof staying alive. I did however equip them badly early on and had to  move some equipment about.

And yes, powder monkeys are great  :D

Matt

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Gaming/ Cutlass! / Re: Starter Crew Builds
« on: June 02, 2011, 11:29:54 PM »
I went for something quite similar with the Undead. Captain, 3 Wraithes, 2 Pirates and a Rogue. The points I saved not taken the 4th Wraith I used to equipe my guys a bit better. In hindsight I'd probably do it the way you have, seeing as how difficult it is to rectuit them at a later date, althoght that said I also think it's beneficial to stock up on the uncommon items at the start for the same reason.

Unfortuantely the other guys I play with play Marines (who are better at shooting) and Dwarves (more resilient in combat) so I started slowly but have gotten progressively better.

Matt

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Gaming/ Cutlass! / Is anyone else finding...
« on: June 02, 2011, 11:06:29 PM »
...that growing a gang is really difficult? Don't get me wrong, I love the game, but it seems that after several rounds into campaign, there hasn't been an awful lot going on in the way of expansion. Whilst the captains and officer level guys are holding their own slowly uprgading, the lower grade of fighter seems to be a revolving door sort of situation in some of our gangs.
 
Being an Undead player, Brittle Bones is always going to be a thorn in my side, but it seems some of the Encounters are so brutal, it can leave a gang decimated. For example our starting gangs were around the 7 mark. After 4 games each, two gang are down to 6, and one to 5. I myself have had 4 fighters die, and spend the bulk of my funds buying people back into the gang (when we can recruit them).

Admittedly the scenarios havent been kind to me. We played I think Ambush the other day, where any taken out models are captured, however seeing as Undead cannot be captured, they automatically die. I then played Brawl, which doesnt end until one gang is entirely taken out. I lost a further 2 fighters here, 50% of those that took part. One of those was a Rogue,and I didnt notice until after that the way their starting Con works with Brittle Bones, they have a 50% chance of death when taken out, and 100% of death or serious injury!

I love this game. I think the system is fantastic and I love the reaction system. It just seems like, at the moment, the final reckoning is a loooong way off.

Anyone else having similar experiences?

Matt

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Gaming/ Cutlass! / Re: Cutlass rules questions/clarifications.
« on: May 28, 2011, 03:52:11 PM »
Firstly Im loving the game. Really innovative system, not like anything I have ever played before. Just a question regarding reactions. One of the criteria is if an enemy model moves within 6 inches or one of yours. Does this mean the enemy model moves from outside of 6inches to inside, or is it if it attempts any movement within the 6 inch radius? For example if the enemy model was 4inches away and attempted to move, would this prooke a reaction. We initially read it as any movement within 6 inches, even if the movement began within 6, but had the situation the other day where Captains were constantly reacting to each others movements.

Any clarrification, official or otherwise, would be greatly appreciated

Matt

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