A boring battle...
Posted: Sun May 11, 2008 2:19 am
I found this site a few weeks ago and it inspired me to haul out my 8+ lbs of Legos, call a few friends, and set up a battle. The first one was with me and a friend of mine. The construction rules where what really interested me and my friend had a few box-set mech things gathering dust on a shelf so we made the following armies. (Sorry I don't have pictures, I can't find a digital camera that works.)
My Army:
"Rocket Rick's Rawsome Raiders"
::Hero::
Rocket Rick (Sk: 1d10 Mv 5" Ar 3d6) [17 points]
Cliche: Post-Apocolyptic Tribe Leader
Accent: Australian
Weapon: Rocket-Powered Pickscythe (2 Handed Weapon)
Armor: Polished Tritanium Plate (+1d6)
::Minifigs::
5 Soldiers (Sk 1d6 Mv 5" Ar: 4) [28 points]
:Weapons:
2 heavy weapons
1 hand weapon
::Constructs::
Tritanum Tricycle Tank [40 points]:
Size: 6
Armor: 3d10
Movement: 8"
Attack: Two 3" cannons (U 9, R 18", D 3d6)
"Clunker" Class Transport Walker [9 points]:
Size: 3"
Armor: 3d10
Movement: 8"
"Awsome" Class Transport Walker [19 points]:
Size: 2"
Armor: 2d10
Movement: 12"
Attack: 3" cannon (U 9, R 18", D 3d6)
---------------------------------------------------------------
My friend's army:
"Super Awesome Giant Mecha Hyper Force Go!"
::Minifigs::
3 Pilots [12 points]
::Constructs::
X-oh Suit R.E.D. [39 points]:
Size: 6"
Armor: 3d10
Movement: 12"
Attack:
Fuze-Un Blaster - 3" cannon (U 9, R 18", D 3d6)
Autocannon* - 2" cannon (U 6, R 12", D 2d6)
*Detachable Harrass-Mech [8 points]:
Size: 1"
Armor: 1d10
Movement: 6"
-Skill: 1d6-
Attack:
Mini-Fuze-Un Blaster - 1" cannon (U 3, R 6", D 1d6)
X-oh Suit G.R.E.E.N. [30 points]:
Size: 4"
Armor: 3d10
Movement: 8"
Attack:
Fizz-Un Blaster - 2" cannon (U 6, R 12", D 2d6)
"Katana Storm" Cyclone Blade - 3" CC weapon (U 6, R CC, D 3d6)
X-oh Suit O.R.A.N.G.E. [41 points]:
Size: 4"
Armor: 3d10
Movement: 8"
Attack:
Twin Linked Fizz-Un Grenade Launcher - Two 3" Launchers (U 9, R 3d6, D *)
*Six 2" Fizz-Un Grenades (D 2d10 exp)
Two Fizz-Un Rockets - Two 1" Rockets (U 4, R 6, D 1d0 exp)
---------------------------------------------------------------
The battle lasted about 3 hours before we gave up and ended it "traditionally". In this time there were about... 10-15 turns and 3 casualties, none of them due to the constructs. My hero killed the pilot of O.R.A.N.G.E. with a heroic rocket-vault strike. About an hour later one of my soldiers died in an explosion (this one was technically due to a construct, as it was a critical failure of my hero trying to pilot the captured X-oh suit). In those 2 hours none of the big cool weapons hit once. I literally did more damage to the enemy constructs by climbing on top of them and getting a lucky shot with the buzz saw hand weapon on its exposed shoulder joint. In the last turn, realizing that his autocannon could do more damage as the 1 inch bot, the Harass-bot killed one of my unarmed soldiers. In that turn my twin linked 3 inch cannon hit. Finally! Some destruction! Only not really, the first hit didn't penetrate the R.E.D. suit's armor and while the second did we realized at the current rate of damage we would have to play a good 12 hours before someone won.
None of the minifigs, including my hero, could hit worth a damn with the big guns. Even with the average 4 bonus (aiming, stationary target, size 4) a d6 just can't make a 9 effectively. Furthermore, it turns out that it wasn't nearly enough damage to really do anything. In the best circumstances, there is only a 33% chance to hit, and after that you can only expect to do enough damage to harm the thing like 15% of the time, which you have to do SIX times in order to destroy it! I felt kind of cheap attacking the pilot directly in the first few rounds but by the end I realized that was the only way to expect to do any damage at all! Even if we bought bigger guns the penalty to hit would average out the bonus to damage.
Are we missing something here? Are big guns just for show? Is it really only effective to send boarding parties armed with hand weapons and explosives? I have no problems with changing the rules but I want to make sure that I am not missing something.
My Army:
"Rocket Rick's Rawsome Raiders"
::Hero::
Rocket Rick (Sk: 1d10 Mv 5" Ar 3d6) [17 points]
Cliche: Post-Apocolyptic Tribe Leader
Accent: Australian
Weapon: Rocket-Powered Pickscythe (2 Handed Weapon)
Armor: Polished Tritanium Plate (+1d6)
::Minifigs::
5 Soldiers (Sk 1d6 Mv 5" Ar: 4) [28 points]
:Weapons:
2 heavy weapons
1 hand weapon
::Constructs::
Tritanum Tricycle Tank [40 points]:
Size: 6
Armor: 3d10
Movement: 8"
Attack: Two 3" cannons (U 9, R 18", D 3d6)
"Clunker" Class Transport Walker [9 points]:
Size: 3"
Armor: 3d10
Movement: 8"
"Awsome" Class Transport Walker [19 points]:
Size: 2"
Armor: 2d10
Movement: 12"
Attack: 3" cannon (U 9, R 18", D 3d6)
---------------------------------------------------------------
My friend's army:
"Super Awesome Giant Mecha Hyper Force Go!"
::Minifigs::
3 Pilots [12 points]
::Constructs::
X-oh Suit R.E.D. [39 points]:
Size: 6"
Armor: 3d10
Movement: 12"
Attack:
Fuze-Un Blaster - 3" cannon (U 9, R 18", D 3d6)
Autocannon* - 2" cannon (U 6, R 12", D 2d6)
*Detachable Harrass-Mech [8 points]:
Size: 1"
Armor: 1d10
Movement: 6"
-Skill: 1d6-
Attack:
Mini-Fuze-Un Blaster - 1" cannon (U 3, R 6", D 1d6)
X-oh Suit G.R.E.E.N. [30 points]:
Size: 4"
Armor: 3d10
Movement: 8"
Attack:
Fizz-Un Blaster - 2" cannon (U 6, R 12", D 2d6)
"Katana Storm" Cyclone Blade - 3" CC weapon (U 6, R CC, D 3d6)
X-oh Suit O.R.A.N.G.E. [41 points]:
Size: 4"
Armor: 3d10
Movement: 8"
Attack:
Twin Linked Fizz-Un Grenade Launcher - Two 3" Launchers (U 9, R 3d6, D *)
*Six 2" Fizz-Un Grenades (D 2d10 exp)
Two Fizz-Un Rockets - Two 1" Rockets (U 4, R 6, D 1d0 exp)
---------------------------------------------------------------
The battle lasted about 3 hours before we gave up and ended it "traditionally". In this time there were about... 10-15 turns and 3 casualties, none of them due to the constructs. My hero killed the pilot of O.R.A.N.G.E. with a heroic rocket-vault strike. About an hour later one of my soldiers died in an explosion (this one was technically due to a construct, as it was a critical failure of my hero trying to pilot the captured X-oh suit). In those 2 hours none of the big cool weapons hit once. I literally did more damage to the enemy constructs by climbing on top of them and getting a lucky shot with the buzz saw hand weapon on its exposed shoulder joint. In the last turn, realizing that his autocannon could do more damage as the 1 inch bot, the Harass-bot killed one of my unarmed soldiers. In that turn my twin linked 3 inch cannon hit. Finally! Some destruction! Only not really, the first hit didn't penetrate the R.E.D. suit's armor and while the second did we realized at the current rate of damage we would have to play a good 12 hours before someone won.
None of the minifigs, including my hero, could hit worth a damn with the big guns. Even with the average 4 bonus (aiming, stationary target, size 4) a d6 just can't make a 9 effectively. Furthermore, it turns out that it wasn't nearly enough damage to really do anything. In the best circumstances, there is only a 33% chance to hit, and after that you can only expect to do enough damage to harm the thing like 15% of the time, which you have to do SIX times in order to destroy it! I felt kind of cheap attacking the pilot directly in the first few rounds but by the end I realized that was the only way to expect to do any damage at all! Even if we bought bigger guns the penalty to hit would average out the bonus to damage.
Are we missing something here? Are big guns just for show? Is it really only effective to send boarding parties armed with hand weapons and explosives? I have no problems with changing the rules but I want to make sure that I am not missing something.