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Re: Above hero units unit

PostPosted: Tue Jul 17, 2012 4:13 pm
by Rev. Sylvanus
stubby wrote:I keep forgetting the rest of you guys don't have Chapter 10 yet.


This is easily fixed... :D

Re: Above hero units unit

PostPosted: Tue Jul 17, 2012 10:47 pm
by IVhorseman
Oh man, we're talking about completely different things.

Great edit, now we just both look like idiots.

Re: Above hero units unit

PostPosted: Tue Jul 17, 2012 11:18 pm
by Colette
Even better: Just junk the new armored rules and problem solved! I mean sure, you said you can knock armored units over, but what's the fun in that? I want to BLOW SHIT UP.

Spoiler: show
Unless you hijack them...

Re: Above hero units unit

PostPosted: Wed Jul 18, 2012 12:23 am
by Zupponn
Colette wrote:Even better: Just junk the new armored rules and problem solved!

Yeah, not many people are finding the new armor rules that fun.

Re: Above hero units unit

PostPosted: Wed Jul 18, 2012 5:35 am
by Rev. Sylvanus
Zupponn wrote:
Colette wrote:Even better: Just junk the new armored rules and problem solved!

Yeah, not many people are finding the new armor rules that fun.


I'm not sure that's true; I for one have come around to them. Having trouble with armor? Rethink army composition. Take bigger guns. Gang up with 3 guys who have Heavy Weapons; combine fire with 5 guys with rifles; go for size 2 or bigger explosions; pull out size 2 or bigger guns; get some MOM dice; take an SD pool...

Re: Above hero units unit

PostPosted: Wed Jul 18, 2012 8:28 am
by stubby
IVhorseman wrote:Great edit, now we just both look like idiots.

I know!  It's so much better!  I think I got mentally stuck on the part where you originally said

IVhorseman wrote:Here's another tip: 1d12 skill is actually worse than 1d10 - it's unpredictable, and you roll crits way less often.

and then just quoted the wrong part.

Actually now that I think of it I'll just edit the correct quote into my post and everything will go back to normal.  Problem solved.

Re: Above hero units unit

PostPosted: Wed Jul 18, 2012 2:32 pm
by IVhorseman
Ah, normal idiocy has been restored!

Zupponn wrote:
Colette wrote:Even better: Just junk the new armored rules and problem solved!

Yeah, not many people are finding the new armor rules that fun.


The new armor rules are one of my favorite features of 2010 now. Most of the people who don't like the new armor rules also haven't tried them. It's completely game-changing sure, but it's in my firm belief that it's for the better.

Re: Above hero units unit

PostPosted: Wed Jul 18, 2012 5:30 pm
by stubby
I'm waffling a little bit on them because I miss having something in between figs running around naked and figs stomping around like armored supertanks.  I'm wondering if it shouldn't be

Minifig, regular (no armor on torso): SL:1/2, Armor 4
Minifig, body armor (armored torso, regular helmet): SL:1, Armor 1d10, -1" Move
Minifig, heavy armor (armored torso, visored helmet): SL:1, Armor 1d10 + Armored, Slow

Re: Above hero units unit

PostPosted: Wed Jul 18, 2012 6:36 pm
by Zupponn
stubby wrote:I'm waffling a little bit on them because I miss having something in between figs running around naked and figs stomping around like armored supertanks.  I'm wondering if it shouldn't be

Minifig, regular (no armor on torso): SL:1/2, Armor 4
Minifig, body armor (armored torso, regular helmet): SL:1, Armor 1d10, -1" Move
Minifig, heavy armor (armored torso, visored helmet): SL:1, Armor 1d10 + Armored, Slow

I'm not really sure what SL is, but the Armor rating and movement loss seems better.  Maybe also have a rule for armored units that if they crit fail their armor roll, then they don't get the -1 die bonus?

Re: Above hero units unit

PostPosted: Wed Jul 18, 2012 8:07 pm
by mgb519
Has giving regular minifigs 1d6 armor failed playtesting?

Re: Above hero units unit

PostPosted: Wed Jul 18, 2012 8:34 pm
by stubby
1d6 also works, and is effectively the same.  I changed it to 4 just to remove extra die rolls and streamline gameplay.

Zupponn wrote:I'm not really sure what SL is, but the Armor rating and movement loss seems better.  Maybe also have a rule for armored units that if they crit fail their armor roll, then they don't get the -1 die bonus?

Structure Level.  It controls a bunch of stuff like how flammable you are and how much damage you do in a collision.  SL:1/2 = unprotected flesh, SL:1 = sheet metal.

I don't want to make the Armor rules any more complicated than they already are, but I'm sure people will house rule stuff like that in without any prompting.

Re: Above hero units unit

PostPosted: Thu Jul 19, 2012 12:15 am
by Zupponn
stubby wrote:1d6 also works, and is effectively the same.  I changed it to 4 just to remove extra die rolls and streamline gameplay.

Zupponn wrote:I'm not really sure what SL is, but the Armor rating and movement loss seems better.  Maybe also have a rule for armored units that if they crit fail their armor roll, then they don't get the -1 die bonus?

Structure Level.  It controls a bunch of stuff like how flammable you are and how much damage you do in a collision.  SL:1/2 = unprotected flesh, SL:1 = sheet metal.

I don't want to make the Armor rules any more complicated than they already are, but I'm sure people will house rule stuff like that in without any prompting.

Oh, Structure Level.  I know what that is, just didn't come to me from the letters SL. :)

Re: Above hero units unit

PostPosted: Thu Jul 19, 2012 2:13 pm
by IVhorseman
stubby wrote:I don't want to make the Armor rules any more complicated than they already are, but I'm sure people will house rule stuff like that in without any prompting.


Personally I think it's totally acceptable to give a minifig good-old +2 armor at -1 to move like they had in 2005 and just use them alongside the new armored guys, although personally I don't think I'd ever do that. -1" to move is also such a negligible penalty that I tend to forget about it a lot. Then again, so is +2.

1d10 armor would work i guess (6 is indeed the average roll of a d10) in a pinch, but in the interest of time spent playing I'd much prefer 6 to 1d10. Right now I LOVE how fast a turn goes by when an armored fig gets shot at:

1: Okay, so I'm attacking your armored guy *roll*
2: Haaaah fuck you, not a crit - no damage

DONE

Re: Above hero units unit

PostPosted: Thu Jul 19, 2012 8:00 pm
by aoffan23
I think for the in-between units, you should just put a sidenote near the Armoured description saying something like:

While juggernaut units are cool and all, not all armoured units are armoured enough to be Armoured. For the units that lie in this grey area, many players will add +1 or +2 modifiers to their armour to make them a little tougher, but not quite walking tanks. Just make sure to adjust CP accordingly, and keep track of which units are actually Armoured

Re: Above hero units unit

PostPosted: Thu Jul 19, 2012 9:19 pm
by Keldoclock
I think this works well for modeling things like chain mail and light kevlar vests, etc. I second the idea of Light Armor bumping up one die's worth for armor (this way it can also model reinforcing Vehicles ie slapping some metal plates on an otherwise unarmored car).