Combined Fire
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- Natalya
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Combined Fire
If I have 6 minifigs with bastard guns and they combine fire on an armoured target and these guns do +1 and they all hit, is that 6 damage, or does it get ignored like the dice?
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Re: Combined Fire
I've been playing that the +'s are separate from the actual dice when considering what armor removes. This has meant that in medieval games I play, three or four lucky spearmen can pick on an enemy armored knight. A good last resort, though not always cost effective.Natalya wrote:If I have 6 minifigs with bastard guns and they combine fire on an armoured target and these guns do +1 and they all hit, is that 6 damage, or does it get ignored like the dice?
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Re: Combined Fire
6 damage. That's part of the fun of bastard guns, they can do that little bit of extra damage that slips past Armor.
Vermin bites, on the other hand, are ineffective against Armor. I would change them to 1d1s but I think that would just confuse people even more.
Vermin bites, on the other hand, are ineffective against Armor. I would change them to 1d1s but I think that would just confuse people even more.
Natalya wrote:Wtf is going on in this thread?
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Re: Combined Fire
But then if an armored knight get's attacked by three spearmen who's spears then do a combined damage of 6. Would blocking one of the attacks with his shield even do anything at all?
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Re: Combined Fire
Hey, that's a good point. Maybe I should add an option back in for parrying 1d6 in situations where Armored doesn't matter.
Alternately, I could just revise Armored to say that if there are no dice to cancel, then it just cancels all damage completely.
Alternately, I could just revise Armored to say that if there are no dice to cancel, then it just cancels all damage completely.
Natalya wrote:Wtf is going on in this thread?
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Re: Combined Fire
Maybe Armor should add a die to defense instead of taking one away from offense?
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Re: Combined Fire
THIS. It's basically the same effect but doesn't feel as shitty and OP as just ignoring damage. I would not accept the new armor rules just because of the psychological effect of basically ignoring damage, not even giving it a chance.Zupponn wrote:Maybe Armor should add a die to defense instead of taking one away from offense?
Re: Combined Fire
We already have the Structure Level rules for that. That would just make Armor into an extra set of rules for doing the same thing we already have rules for, not unique enough to justify their existence.Zupponn wrote:Maybe Armor should add a die to defense instead of taking one away from offense?
That's your option; I'm already pretty clear about your opinion without you just repeating yourself a hundred times. I'm not forcing you to agree with everyone else that Armor is awesome.Colette wrote:THIS. It's basically the same effect but doesn't feel as shitty and OP as just ignoring damage. I would not accept the new armor rules just because of the psychological effect of basically ignoring damage, not even giving it a chance.
Medieval foot soldiers probably felt the same way about armored knights that you do, but I bet the kings still thought they were pretty cool.
Natalya wrote:Wtf is going on in this thread?
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Re: Combined Fire
I really like the armor rules. You can't just overcome it with numbers, you need to bring something heavier then simple infantry weapons to take them down. Which adds rock, paper, scissor esque gameplay. It makes armored knights the dreaded melee tanks they are and makes space marines actually terrifying when they walk unscathed through a laser volley.
It also gives the you the possibility to make tanks feel more tank like. It doesn't matter how many machineguns you fire at a tank, it just won't pierce it's armor.
It also gives the you the possibility to make tanks feel more tank like. It doesn't matter how many machineguns you fire at a tank, it just won't pierce it's armor.
stubby wrote:You were inb4beluga.
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Re: Combined Fire
Then just have armor increase a minifig's structure level?stubby wrote:We already have the Structure Level rules for that. That would just make Armor into an extra set of rules for doing the same thing we already have rules for, not unique enough to justify their existence.Zupponn wrote:Maybe Armor should add a die to defense instead of taking one away from offense?
Yet the best way to kill a knight was to knock him off of his horse and beat him with a club.stubby wrote:Medieval foot soldiers probably felt the same way about armored knights that you do, but I bet the kings still thought they were pretty cool.
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Re: Combined Fire
You can already just increase a minifig's structure level up to 1d10 armor. So that makes buying armor that reduces your movement by 50% and removes all halfspeed movements feel kind of stupid. Besides it doesn't give that "impenetrable by simple infantry weapons" feel armored unit's should have.Zupponn wrote:Then just have armor increase a minifig's structure level?
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Re: Combined Fire
I've also noticed that using armored rules can speed the game along in spots, which I'm all in favor of.
Re: Combined Fire
This. While adding stucture levels is all good and well when you're playing by yourself, some opponents just get bored if there's too much rolling and not enough playing.Quantumsurfer wrote:I've also noticed that using armored rules can speed the game along in spots, which I'm all in favor of.
Empire of Luchardsko WIP wiki pageBrikWars 2010 Rules wrote:BrikWars ... stands in pretty direct opposition to many fundamental elements of the LEGO® philosophy, such as "Not Teaching Kids How Funny It Is to Set People on Fire."
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Re: Combined Fire
Less rolling is good; this is why I like armor. Tactical decision making is good; this is why I like armor. Seeing a shove actually be useful as a close combat action (at least here we play that a minifig shoved while in armor is knocked over); this is why I like armor.Falk wrote:This. While adding stucture levels is all good and well when you're playing by yourself, some opponents just get bored if there's too much rolling and not enough playing.
In fact, much of the time we just use static numbers for almost all armor values. Only having to roll for skill and damage makes for quick turns.
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Reference Sheets: Animals and Mounts / Medieval Weapons
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