Armour and dice rolls
Posted: Mon Feb 15, 2010 4:41 am
So I know minifigs are given a standard armour of 4 to avoid too much dice rolling, but does everyone use this rule or are there people who prefer dice for armour over numbers? The main disadvantage I can see for the defender is that he hasn't got a chance at critical successes and hilariously unlikely survivals.
Up till now I've used dice with some modifier according to their armour painting and / or helmet and this works just fine for smaller battles without squads, but now that I'm hosting a larger battle I'm pretty certain armours of 1d6+2 and such would cause too much math and take ages.
And if you're gonna go work with numbers, is a scale from 3 to 6 (with heroes maintaining their 2d6 armour) the best way to go or are there unit types who should go even higher (or lower)?
Just asking not to be too sure about the rules, but to know what players who've played more games than me found most enjoyable.
On a sidenote: in my previous battles I've always allowed units with multiple CC weapons to use them all up even in the turn they entered combat and don't let weapons that were used to attack / react in the initial contact count as 'used' in CC (unless it was a counter that didn't use an Action). Is this correct or would it be better to see them as 'used up for CC' already. For example:
A Wraith attacks an Imperial Swordsman. (I'd hook you up some pics for fun if I had my camera). The Wraith is armed with a firesword, a bone knife and a head gem capable of a short-ranged attack, the Imperial Swordsman has a shield and a sword.
1: Wraith attacks with his firesword, the Swordsman tries to React but fails, both attacks miss.
2: Combatants have entered CC. The wraith attacks with his bone knife, the Swordsman parries the attack with his shield.
3: The wraith burns the Swordsman with his head gem.
Or:
" "
4: The head gem fails, the Swordsman counters with his sword despite having used it to React and watches it turn to dust as he stabs the Wraith with it. Uh-oh, dark arts, time to run!
5: The Wraith sets the Swordsman on fire with his Firesword.
Same reason for asking as above. Up till now I've done it like in the example, including step 4 and 5, because they're gonna have to kill each other at some point anyway and the defender uses his Action from the previous turn to React rather than his weapon to Counter, just like the Wraith uses his Action to attack rather than just the fact he has a weapon after they've entered CC (and of course, fights won't usually take this long, especially not between a creature powerful enough to have 3 weapons against a trooper).
Thoughts? Basically I'm just looking for the most efficient / enjoyable way to run my battles (and avoiding some dreaded arguments forgoing What I Say Goes Rolls and booty bothered).
Up till now I've used dice with some modifier according to their armour painting and / or helmet and this works just fine for smaller battles without squads, but now that I'm hosting a larger battle I'm pretty certain armours of 1d6+2 and such would cause too much math and take ages.
And if you're gonna go work with numbers, is a scale from 3 to 6 (with heroes maintaining their 2d6 armour) the best way to go or are there unit types who should go even higher (or lower)?
Just asking not to be too sure about the rules, but to know what players who've played more games than me found most enjoyable.
On a sidenote: in my previous battles I've always allowed units with multiple CC weapons to use them all up even in the turn they entered combat and don't let weapons that were used to attack / react in the initial contact count as 'used' in CC (unless it was a counter that didn't use an Action). Is this correct or would it be better to see them as 'used up for CC' already. For example:
A Wraith attacks an Imperial Swordsman. (I'd hook you up some pics for fun if I had my camera). The Wraith is armed with a firesword, a bone knife and a head gem capable of a short-ranged attack, the Imperial Swordsman has a shield and a sword.
1: Wraith attacks with his firesword, the Swordsman tries to React but fails, both attacks miss.
2: Combatants have entered CC. The wraith attacks with his bone knife, the Swordsman parries the attack with his shield.
3: The wraith burns the Swordsman with his head gem.
Or:
" "
4: The head gem fails, the Swordsman counters with his sword despite having used it to React and watches it turn to dust as he stabs the Wraith with it. Uh-oh, dark arts, time to run!
5: The Wraith sets the Swordsman on fire with his Firesword.
Same reason for asking as above. Up till now I've done it like in the example, including step 4 and 5, because they're gonna have to kill each other at some point anyway and the defender uses his Action from the previous turn to React rather than his weapon to Counter, just like the Wraith uses his Action to attack rather than just the fact he has a weapon after they've entered CC (and of course, fights won't usually take this long, especially not between a creature powerful enough to have 3 weapons against a trooper).
Thoughts? Basically I'm just looking for the most efficient / enjoyable way to run my battles (and avoiding some dreaded arguments forgoing What I Say Goes Rolls and booty bothered).