Newbish n00b questions, MkII

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Re: Newbish n00b questions, MkII

Postby Voin » Fri Sep 12, 2014 5:58 pm

Hell yes, the A-10 Thunderbolt! An oldie, but a goodie - one of the toughest, most ruggedly reliable Air-to-Ground gunships ever made. I've heard it can have half it's systems shot off and still fly home.
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Re: Newbish n00b questions, MkII

Postby loafofcheese » Fri Sep 12, 2014 6:40 pm

Well, it can get safely home with one engine, one wing and one rudder missing so I guess that armoured aircraft are fine now.
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Re: Newbish n00b questions, MkII

Postby stubby » Fri Sep 12, 2014 7:56 pm

Ah, the A-10, my favorite combat plane when I was a kid. Let's just say that losing an engine, wing, and rudder didn't make it fly any worse.

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Re: Newbish n00b questions, MkII

Postby Gungnir » Fri Sep 12, 2014 10:24 pm

I find it hilarious that the A-10 was made just so they could attach it to the GAU-8/A Avenger machine gun.
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Re: Newbish n00b questions, MkII

Postby Voin » Tue Sep 16, 2014 10:06 pm

How much would a siege ladder cost? Is it just a 1CP minifig tool, or do you pay for it by the inch like larger creations?

What do you think would be a good negative CP value for "Weak against________"? Then people could add it to units and fill in the blank to fit the scenario. It'd be especially good to offset the high cost of powerful units (i.e. shave a few CP off a Daemonlord by making him susceptible to silver and cold iron).
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Re: Newbish n00b questions, MkII

Postby Gungnir » Tue Sep 16, 2014 11:43 pm

Voin wrote:How much would a siege ladder cost? Is it just a 1CP minifig tool, or do you pay for it by the inch like larger creations?

I would count it as its own structure. Since it's made of wood (SL:1), it would cost 1CP per inch.
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Re: Newbish n00b questions, MkII

Postby Rev. Sylvanus » Wed Sep 17, 2014 8:05 am

What do you think would be a good negative CP value for "Weak against________"? Then people could add it to units and fill in the blank to fit the scenario. It'd be especially good to offset the high cost of powerful units (i.e. shave a few CP off a Daemonlord by making him susceptible to silver and cold iron).


I think you need to determine first what it means to be 'weak' to something. So a werewolf weak to silver might take double damage or make all hits automatically critical. Or a hero's weakness to spicy food might incur a skill penalty (distractible indigestion). The broad scope here--as others have mentioned--make these sorts of traits (resistances or weaknesses) better scenario fodder and less amenable to a CP formula.

An integrative approach might pair the resistance/weakness dichotomy closely together. My big, tough, infernal spawn of darkness creation might have a natural resistance to all natural forms of minifig weaponry (perhaps treat as being shielded from these attack or damage types). However, the infernal spawn is no match for the debilitating deluge of cuteness found in stuffed animals; minifigs equipped with a fluffy friend ignore this resistance, and the scenario permits that all opposing teams may freely equip one to two squads with plush paraphernalia.

So I guess my recommendation is to approach 'resistances' as a form of unhindering armor (shielded bonus) for which there is a work-around, and then allow opposing teams to have free (though not total) access to that work-around.
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Re: Newbish n00b questions, MkII

Postby stubby » Wed Sep 17, 2014 9:32 am

The best thing would be to literally make it a "weak against (blank)," where the blank was filled in by your enemies on game day according to whatever they brought to the battle.

"So we've discussed what your hero is weak against, and we picked 'all weapons.' Either that or 'breathing air.'"
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Re: Newbish n00b questions, MkII

Postby stubby » Wed Sep 17, 2014 10:24 am

As a general rule though, in the past we had the most success when disadvantages were balanced against advantages. Rather than assigning a CP value, it was 1 disadvantage cancels out 1 equivalent advantage. Weak vs fire -> Strong vs water; weak vs Holy -> strong vs Dark, weak vs energy -> strong vs physical, etc.
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Re: Newbish n00b questions, MkII

Postby Battlegrinder » Wed Sep 17, 2014 6:57 pm

Gungnir wrote:Gonna play the devil's advocate here, but:
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The A-10's airframe was designed for durability, with measures such as 1,200 pounds (540 kg) of titanium armor to protect the cockpit and aircraft systems, enabling it to absorb a significant amount of damage and continue flying.


I've actually built an A-10 for use in brikwars, and I've found that instead of armor plating, just upping the armor to 3d10 works out fine (along with paying some extra CP to remove any weak points in that armor).
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Re: Newbish n00b questions, MkII

Postby Voin » Fri Sep 19, 2014 1:35 am

How should I stat out whips? It seems they ought to longer reach than regular melee weapons, but less than proper ranged weapons.

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Re: Newbish n00b questions, MkII

Postby Voin » Fri Sep 19, 2014 7:06 pm

Voin wrote:
stubby wrote:Current draft rules:

Heavy Infantry
Skill: 1d6
Move: 4"
Armor: 4

Specialty: Phalanx (+1CP)
Heavy Infantry specialize in coordinated use of Heavy Shields. If a Phalanx unit is in a Squad between two other Phalanx units, all with Heavy Shields pointed in the same direction, then they have formed a Shield Wall. For the Phalanx unit or units in the middle (but not the units on the ends!), all Damage from the other side of the Shield Wall is automatically Parried. This does not spend any of the unit's Actions or Counters; it happens automatically.

Even without a Shield Wall, if a Phalanx unit is in a Squad with at least one other Phalanx unit, and both have Shields or Heavy Shields, then they receive a +1 to all Parry rolls.

A Phalanx Squad cannot be forced to engage in a Melee through a Shield Wall. If they are forced to engage in Melee from an attack on one of their un-Shielded sides, or if they choose to drop the Shield Wall and engage in a Melee voluntarily, the Shield Wall is disrupted and any Phalanx benefits are canceled for as long as they are in Melee.

Specialty: March (+1CP)
If a Marching unit is in a Squad with at least one other Marching unit, they can March in formation, walking at normal speed and ignoring Movement penalties from Body Armor or Heavy Armor. Marching is walking only - units cannot jump, Sprint, or climb in the same turn as Marching, although they can still Bail if necessary. Marching does not cost an Action.


I'll have to try these out with my legionaries and let you know how it goes.


The Phalanx and March specialties (as well as the "Steady Footing" ability I made up)  served me quite well in my last battle against my friend's Turkish-themed acid-horse cavalry. My Triarii slowly but surely chewed up his forces.

Steady Footing (+1CP)
-1" movement, but resists 1" of knockback. Appropriate for dwarves, heavy legionaries and other "stout" units.
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Re: Newbish n00b questions, MkII

Postby stubby » Fri Sep 19, 2014 9:23 pm

Voin wrote:How should I stat out whips? It seems they ought to longer reach than regular melee weapons, but less than proper ranged weapons.

When I use whips, I treat them as non-lethal damage, Grab attacks only. Basically they're good for extending your reach or disarming opponents, rather than killing anybody.

Voin wrote:The Phalanx and March specialties (as well as the "Steady Footing" ability I made up)  served me quite well in my last battle against my friend's Turkish-themed acid-horse cavalry. My Triarii slowly but surely chewed up his forces.

I'd think the Phalanx would perform poorly against cavalry, which could maneuver around the Shield Wall and hit them from the flanks. It'd all depend on the maneuvering, I think.
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Re: Newbish n00b questions, MkII

Postby Voin » Fri Sep 19, 2014 9:41 pm

stubby wrote:When I use whips, I treat them as non-lethal damage, Grab attacks only. Basically they're good for extending your reach or disarming opponents, rather than killing anybody.


So... 1 CP "Minifig Tool"?

stubby wrote:I'd think the Phalanx would perform poorly against cavalry, which could maneuver around the Shield Wall and hit them from the flanks. It'd all depend on the maneuvering, I think.


One option would be to station in a narrow street or ravine, wall-to-wall - then the flank would be a lot less vulnerable.

An even better option (if you have the troops and CP to pull it off) would be to have them traveling as a squad in a full-shell testudo formation (or Spartan circle), with an uninterrupted shield wall facing forward, backward, to the sides, and above (the guys in the rear wouldn't be walking backwards, of course, they'd just sling their shields over their backs). Then there'd be no vulnerable flank because every troop at the edge would gain the benefit of the auto-parry. Couple that with Heavy Armor (add March, or my Armor Proficiency, for some much-needed mobility), and you're ignoring 2 whole dice of any damage that comes your way. Since only 3 figs can gang up in CC, and units behind a shield wall can't be pressed into CC, you've virtually invulnerable to minifig melee attacks.

One thing I learned from the last battle though is that ranged units hitting you from out of your reach are mucho annoying. So be sure to give your heavy infantry some ranged attacks to hit back with, because they are typically among the slowest units on the field.

Armor Proficiency (+1 CP)
This unit ignores 1” of move penalty from wearing Armor. For regular Body Armor, this means the unit may move its full Move Rating (but still drowns in water). For Heavy Armor, this unit regains 1” of move after taking into account the Half-Speed penalty, up to it's full original move rating (so a regular armored minifig with this ability moves 3.5" per turn). If it accrues a second Half-Speed penalty, it can still lumber around at a Move Rating of 1”. Further Half-Speed penalties immobilize it as normal.

This ability may be taken multiple times, each time increasing the unit's proficiency with moving in armor, and reducing the armor penalty by 1".
Last edited by Voin on Sun Sep 21, 2014 1:12 am, edited 2 times in total.
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Re: Newbish n00b questions, MkII

Postby Gungnir » Sat Sep 20, 2014 4:44 am

Voin wrote:One option would be to station in a narrow street or ravine, wall-to-wall - then the flank would be a lot less vulnerable.

At least until somebody chucks a grenade at them.
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