stubby wrote:If you just want to use them as a squad, what's the point of combining them in the first place? You shouldn't do something that crazy and dramatic without making it interesting somehow.
I'm definitely in agreement there. Having a Giant Combiner mechanically be basically just a squad is less interesting than it could be, and if I thought I could come up with a houserule that would make it more badass and interesting, I would. But I also think it kind of fits the theme of that type of Giant Robot. Big team of people use the power of The Team (aka, throwing every bit of Ü/CP they can into one thing) in order to take down a foe that would have kicked their butts individually. I suppose the advantages of combining, rather than just squadding up, comes from gaining limbs, and being able to draw power directly from the group. (Oh, also, if SN are in play, oftentimes they would be able to be used between individuals without buying range.)
Mainly I'm trying to figure out some way to have any kind of docked vehicle, be it Galaxy Squad or Voltron, be viable options using the same subset of rules, and be more interesting than just "Docking your Tank and Buggy together just makes a same size Tank that now has a pilot and Gunner"
stubby wrote:The alternate strategy of "this is a giant robot whenever it's advantageous to me, but it's also five separate lions when it's advantageous to me, but most importantly, it's not either of those things when it's disadvantageous to me" is guaranteed to generate bad will among other players.
That's definitely a fair point. One would need to take the goods with the bads. I would say that how expensive a Combiner would be to field could help alleviate some concerns (I've found out firsthand how bad it can be to have all your Ü/CP in one basket), since if one is being fair about things, the opponent is going to get a Giant Robot, plus 4 other similarly sized things. I'll admit that my earlier question about damage redistribution was ill-informed, and probably a bit munchkiny, though.
stubby wrote:Let's try a more immediate example. Say two players each have a 10" school bus with 20 passengers. But wait! Player 2 decides that theirs is a squad that's just shaped like a school bus. In one masterstroke they've tripled its Power, Size, MOM and POP, and ability to soak damage by distributing it to its passengers. Same units, same vehicle, but Player 2 is now going to win any confrontation between them.
I see your point here, and that would be a move by Player 2 inviting a good shin-kicking. However, P2 also would have fallen into a bit of a trap: his bus may now have more soak, but it's due to his passengers being wide open, and the bus' speed is reduced to that of the Minifigs. Sure, P2s bus is now able to obliterate the enemy in a crash, but if P1 does a drive by and has every fig inside his bus fire on P2s bus, every fig minus 1 is nearly guaranteed to be hit. An explosion would, in my opinion, hit everyone in it's radius, including within the bus. Meanwhile, P2s figs have to go through P1s bus first. P2 can't take the good without the bad. All that said, though...
stubby wrote:Ignoring the question of whether this is balance-breaking, allowing this interpretation makes every large creation in the game too complicated to be worth playing anymore, unless players are willing to voluntarily pass up those obvious advantages (they won't be). There's a reason that units are measured just once by their total physical size, and not by adding up the sums of all their parts and cargo and passengers.
Yeah, it's way too complicated to get into.
Teamwork is open-ended; it's whatever contributes to the power of whatever they're Teamworking on. Five guys pulling a rope together are Teamworking to pull it with five times the strength. Whether it takes an Action depends on the specific kind of Teamwork happening. It's not as strict as Divert All Power.
It makes sense that lions are designed to be able to divert all their power systems to power up the main robot, but that sounds a lot more like Divert All Power proper than like taking cooperative actions that support the robot's action. Which is why deactivating those limbs for the turn makes the most sense to me.
That makes sense. I wouldn't want to penalize humanoid combiners more than tank-style ones, though http://lego.wikia.com/wiki/70704_Vermin_Vaporizer
stubby wrote:If you wanted to use Robot-Fu to Parry, I'd treat it like Parries in any other circumstance, requiring an Action Roll and an Action (of which you'll have plenty, what with five pilots), and treating the limb in question like a CC Weapon that had been used for the turn. It'd be believable to parry with an arm, less so with a leg or with the head.
I was referring more to being able to take successive hits on different robots Squad-style than actual parries, but that makes sense too.