We struggle with it in the sense that we don’t enjoy it – we don’t like not knowing what’s going to happen. We struggle, sometimes, with randomness and uncertainty. Do you dare put him out in the open where everyone can see him, but where he can quickly close with the enemy and do the most damage? Or do you try to sneak him around behind cover, which takes more time but is safer? But if you get shot enough times, you’ll probably roll a few ones. Your big, tough Terminator has good armour you can probably expect him to shrug off most shots from normal guns. The game is about understanding and managing randomness, about surfing uncertainty the skill is in navigating the luck. It is explicitly random – dice are the archetypal random-number generator. Or for your fang-toothed, green-skinned, cleaver-wielding Ork Boyz, you might roll to see if they successfully charge into combat, and then roll again to see how many times they hit their opponents. Then, if you hit, you roll the other dice to see if it does any damage. The idea is simple enough – your Necron Warrior ’s Gauss blaster might shoot 24” and hit on a three, so you measure the distance, crouch down to see if it can see its target, and then roll. We play Kill Team, a smaller, faster version of the game, with only a dozen or so models on each side the real Warhammer 40K could have 50 or more and might take four hours for a game, and we have jobs and families. Since then, to my slight surprise, a little group of my friends has taken it up as well, dads in their late thirties and early forties, some of whom played in their youth, some of whom did not but who have obviously been closet nerds for decades.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |