I had this feeling that that's what you were going to say, but somehow I wanted to convince myself that it wasn't true. Now all my hopes are dashed. Just how far apart are you starting your armies? And why?piltogg wrote:5 inches (infantry) is not enough to move across large fields so i said you should change it (possibly 6 inches) or make nice rules about spending extra cp to train your army to walk faster.Rayhawk wrote:Uhhhpiltogg wrote:hmmm that could realy be hard since MFs move 5 inches a turn coffcoffcangeitnow!!!plzplzplzplzplzcoffcoff
I have no idea what you're trying to say here.
CASTLE
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- james+burgundy
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- IVhorseman
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actually i prefer shooting. what can i say? sure you've got good old fashioned sword dueling combat where two warriors go out and do battle for hours until one finally falls in glory. or you could always just, you know. shoot him from a couple feet away.
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Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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about 12 inches so with a castle game if an attacker moves up to a defenders position it would take 3 full turnsRayhawk wrote:I had this feeling that that's what you were going to say, but somehow I wanted to convince myself that it wasn't true. Now all my hopes are dashed. Just how far apart are you starting your armies? And why?piltogg wrote:5 inches (infantry) is not enough to move across large fields so i said you should change it (possibly 6 inches) or make nice rules about spending extra cp to train your army to walk faster.Rayhawk wrote:Uhhhpiltogg wrote:hmmm that could realy be hard since MFs move 5 inches a turn coffcoffcangeitnow!!!plzplzplzplzplzcoffcoff
I have no idea what you're trying to say here.
All right! So far so good. Next, those in the audience who who have the courtesy to read things before hitting the reply button may have noticed that that was in fact a two-part question. I'd like to point your attention to the two words "And why?" with which I concluded the post. To expand the question further, now that I have more details:piltogg wrote:about 12 inches so with a castle game if an attacker moves up to a defenders position it would take 3 full turnsRayhawk wrote:Just how far apart are you starting your armies? And why?
If you know that it takes three full turns to reach the defenders, why are you starting 12 inches away?
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The army-upgrade rule is already there. For every additional 1CP per trooper, you can increase their speed by 2" (see: Fleet Feet).piltogg wrote:5 inches (infantry) is not enough to move across large fields so i said you should change it (possibly 6 inches) or make nice rules about spending extra cp to train your army to walk faster.
You could also take advantage of the extra effort rule and force your troops to overexert themselves. You get to move further, at the risk of watching them crumple into helpless balls of jelly (see: Extra Effort).
There are problems with increasing the speed, too. In some ways, it can diminish the overall experience. If somebody can sail from point A to point B in one turn, then they have no incentive to interact with the environment between points A and B. It's much cooler when your trooper has to run and dive behind a tree to get some cover from archer fire, then dash into an open door the next turn to avoid the incoming mortar shells. (see: otherwise you might as well fight on a boring open field like a doltish British Soldier in the Revolutionary Era).
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Man, I grant you "Old" privileges for less than an hour and already you're coming in to confuse the young people with outdated ideas from a forgotten era. Fleet Feet and Extra Effort are from the 2001 book, they're so last edition. Please take a minute to consider his reading comprehension skills before sending Piltogg into that decrepit and dusty omnibus.sullis3 wrote:The army-upgrade rule is already there. For every additional 1CP per trooper, you can increase their speed by 2" (see: Fleet Feet).
You could also take advantage of the extra effort rule and force your troops to overexert themselves. You get to move further, at the risk of watching them crumple into helpless balls of jelly (see: Extra Effort).
The proper sections to look at are Sprinting (in 4.1: Movement), which lets minifigs spend an Action to run 1d6 extra inches, and 7.2: Propulsion, which lets you buy additional Movement at 1CP per 2" (although watch the Speed Examples table to get an idea of "reasonable" movement limits).
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I already knew about both of thouse rules. (yes I did read 2001) also my group has come up with a solution to the movement problem...
ignore mikes silly odd number and just go with 6 anyway because then to make meashureing sticks just cut a ruler in half.
also we start 12 inches apart because it looks nice and the two turn head start makes it more easy for the defenders to set up
ignore mikes silly odd number and just go with 6 anyway because then to make meashureing sticks just cut a ruler in half.
also we start 12 inches apart because it looks nice and the two turn head start makes it more easy for the defenders to set up
Okay, so to recap the discussion so far: the reason you don't like the current move rates is that it takes the attackers a couple turns to reach the defenders, but the reason you setup that way is because you want to give the defenders a couple turns before the attackers reach them. Am I following correctly?piltogg wrote:we start 12 inches apart because it looks nice and the two turn head start makes it more easy for the defenders to set up
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ok so those where bad examples. but what if (like me) you have a battle spanning your entire house and the objective is to capture cans of pop because otherwise you must drink water hahaha that would require fast moveing minnifigs (yes, i did do this)Rayhawk wrote:Okay, so to recap the discussion so far: the reason you don't like the current move rates is that it takes the attackers a couple turns to reach the defenders, but the reason you setup that way is because you want to give the defenders a couple turns before the attackers reach them. Am I following correctly?piltogg wrote:we start 12 inches apart because it looks nice and the two turn head start makes it more easy for the defenders to set up
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Well if you're going to choose a battle type that requires vehicles, then put vehicles in it! This is a dumb example, you might as well tell me that minifgs need to be fixed because it didn't work when you tried to use them to assault the Death Star.piltogg wrote:ok so those where bad examples. but what if (like me) you have a battle spanning your entire house and the objective is to capture cans of pop because otherwise you must drink water hahaha that would require fast moveing minnifigs (yes, i did do this)
It's like saying that cars are useless because they can't drive across the Atlantic. If you have to cross the Atlantic, the solution is either to get on a plane or boat, or to choose a different trip that doesn't involve crossing large bodies of water, or really almost anything besides writing the car manufacturers to tell them their product sucks just because you can't drive it from California to Denmark. All that would do is make it obvious that anything you could possibly have to say would never be worth listening to.