The Skyian Federation

Show off your armies and weaponry and stuff.

Moderators: Zahru II, Bragallot, RedRover, Natalya

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Silverdream
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Post by Silverdream » Fri Jun 24, 2011 1:16 pm

Original post.
This sig is too fucking large: show anyway
Image lol j/k

subyrally
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Post by subyrally » Fri Jun 24, 2011 1:22 pm

Skyian Leader wrote:
Natalya wrote:Still no pics in OP. Please fix.
In that case, what does op mean again... sorry for asking. *prepares to be laughed at*
original post. not laughing, everyone has to learn somehow
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Skyian Leader
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k

Post by Skyian Leader » Fri Jun 24, 2011 2:57 pm

okay

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White Nun
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Post by White Nun » Fri Jun 24, 2011 9:51 pm

OP = original post :)
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mgb519
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Re: The Skyian Federation

Post by mgb519 » Fri Jun 24, 2011 9:58 pm

Something I noticed.
Skyian Leader wrote:...Arm-stance...
Google images says: Image
So they cross their arms when the fighting gets serious.

Or did you mean armistice?

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Skyian Leader
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Re: The Skyian Federation

Post by Skyian Leader » Sat Jun 25, 2011 1:23 am

mgb519 wrote:Something I noticed.
Skyian Leader wrote:...Arm-stance...
Google images says: Image
So they cross their arms when the fighting gets serious.

Or did you mean armistice?
Haha, you made me laugh with that one... yeah, warning, .posts may be filled with incorrect uses of grammar. :oops:

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Skyian Leader
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Post by Skyian Leader » Sat Jun 25, 2011 1:48 am

Yay, go me! I fixed the wings and engines situation to my bomber! I mounted them to the side where the blue thing was sticking out. I took pictures, but idk when ill be able to download them, I'll be on vacation for a while. Also, I made not one, not two, not four, but three fighters! Now I can have proper fighter escorts for my bomber. They are not the fanciest in the world, deffenatly not the best ones here on the brikwars site, but I think they turned out okay, and I am more proud of myself for making 3 of the same object, and have it be somewhat detailed and have a few of my rare peices on them. They are about 7" long, and have 12" worth of weapons, in the form of 4 foward facing guns, 2 which are 3"long chain guns, and 2 are 4" long guns. I might load them up with missiles later, to give them more redundancy in the DEATH department. Unlike the bomber, these craft have VTOL capability, and can hover in place and in a pinch, take off vertically. They are also space capable after going through a few modifications, and will use the dual vtol side fans to improve the manuverabillity of the plane. So, yeah, sorry about not having pics up now, maybe I can get them up later. Ill put them in this post if I do. Also, what is the speed of true aircraft, not just fast hover tanks. And what should the minimum speed be for aircraft that don't have hover capacity? Just some questions I have.

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Skyian Leader
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Post by Skyian Leader » Sat Jun 25, 2011 12:53 pm

So, I am thinking of this: when
they are in "aircraft mode" then each engine gives 10"of movement and the minimum movement is 10". When moving only 10" in only a straight line, they get the benefit of "being still" and not moving, as the plane is leveled out and moving smoothly and stable through the sky. It is also easier to hit planes when they are like that, and there is no penalty on the skill roll for hitting them when they move like that. But for every 10"of movement beyond that is a -1 penalty to skill when shooting them, and if they plane changes direction during the movement phase, it is another -1 penalty to the skill, for the plane is not flying straight and executing some kind of banking manovers or a barrel roll or something like that. The weapons though that are dedicated AA units only get penalties for every 20 inches the plane moves, and if the plane moved straight toward then they AA get a +1 bonus to the rolls. So the plane would need to turn and move at least 20" to give the AA units some sort of penalty when they are shooting at the plane. So the AA units, shooting at the plane that hadthe turned whileout moving at 20" would only have a base -1 to skill rolls when trying to hit (other modifiers will come into play like size and the distance to target) while a normal shooting unit will have a -3 to the roll and therefore will have a very unlikely chance to hit. Eh, I just thought of these, what do you guys think?

Edit: ideas for planes going into afterburner or whatever it is called. The plane must forgo shooting and if it wanted to turn, the pilot must pass a skill test. Otherwise, the plane gets to move triple the normal distance as the pilot punchers the afterburner and pores on the gas as the plane accelerates to radical and unnaturally fast speeds. The turn after that, the plane can continue to move that fast and continue with the shooting and maneuvering penalties, or it can slow down to double its normal speed, and be able to shoot, but must take a skill test to see if the pilot can divert enough of his attention off the flight controls and onto the firing ones. Then the turn after that it can continue to move double the speed or it can continue to slow down to its normal speed. I know this doesn't work well for planes with multiple people in it, but im sure something will be figured out.

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White Nun
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Post by White Nun » Sat Jun 25, 2011 7:44 pm

The problem with aircraft is that they move very fast relative to other types of wargaming units. Even fighting a battle between biplanes and other such early aircraft can be problematic because they tend to fly off the end of the gaming table/area/tennis court surprisingly quickly. Start throwing in afterburners & etc with their own movement rules and suddenly your aircraft can be spending more time away from the battle than actually there.
I know this is wot happens in modern warfare, planes fly in quick, fire missiles at hapless civilians/children/their own side and then beggar off in a flash before anybody can even say, 'Gosh, what was that!' But when it comes to trying to play a game things have to be slowed down.
When fighting other aircraft I think working on the principle that the world is rolling away underneath us at the same relative speed seems to mop up a lot of problems, BUT against ground troops a simple 'difficulty to hit' dice roll would be the best way to go. Anything else and you'll be doing math and not playing Brik Wars.

I would say the great interest in vertical take off and hovering type craft on this forum would give one explanation as to why nobody really wants to tackle rules for fast fixed wing attack aircraft.
Image

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Theblackdog
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Post by Theblackdog » Sat Jun 25, 2011 7:50 pm

White Nun wrote:The problem with aircraft is that they move very fast relative to other types of wargaming units. Even fighting a battle between biplanes and other such early aircraft can be problematic because they tend to fly off the end of the gaming table/area/tennis court surprisingly quickly. Start throwing in afterburners & etc with their own movement rules and suddenly your aircraft can be spending more time away from the battle than actually there.
I know this is wot happens in modern warfare, planes fly in quick, fire missiles at hapless civilians/children/their own side and then beggar off in a flash before anybody can even say, 'Gosh, what was that!' But when it comes to trying to play a game things have to be slowed down.
When fighting other aircraft I think working on the principle that the world is rolling away underneath us at the same relative speed seems to mop up a lot of problems, BUT against ground troops a simple 'difficulty to hit' dice roll would be the best way to go. Anything else and you'll be doing math and not playing Brik Wars.

I would say the great interest in vertical take off and hovering type craft on this forum would give one explanation as to why nobody really wants to tackle rules for fast fixed wing attack aircraft.
I've heard of some players who just rule that their aircraft have unlimited movement -- presumably they fly off the battlefield each turn and then come back from a different direction.

As for me, my battlefields tend to be rather large, so even with average movement ranges of 36" for aircraft I have no problems.

As for accuracy rolls I usually ignore the things. Making units harder to hit only makes the game less fun.
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Skyian Leader
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Post by Skyian Leader » Sun Jun 26, 2011 11:24 am

Yeah, have them act like they are on strafing runs and use the forgeworld imperial armour set of rules. Or we could use the gamesworkshop apocalypse rules and say they have a minimum movement. And I would like to make AA guns valuable, so that's why I use the penalty to hit. In brikwars, I love the construction, the tactics, and getting together with friends and setting up the battlefield. So yeah, I like the tactics of warfare.

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White Nun
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Post by White Nun » Sun Jun 26, 2011 6:14 pm

Theblackdog wrote:
I've heard of some players who just rule that their aircraft have unlimited movement -- presumably they fly off the battlefield each turn and then come back from a different direction.
Yes I can see how that would work and it would solve a lot of problems.

Having been a Warhammer player (as well as other rulesets too) I'm cautious about turning Brik Wars into 'serious' wargaming played with minifigs and bricks.
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Skyian Leader
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Post by Skyian Leader » Mon Jun 27, 2011 2:04 am

Yeah, this was introduced to my gaming group once, and the rule of fudge did not turn out well... they abused it a lot. I haven't played a match of brikwars with them again, they are really competitive.

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Pwnerade
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Post by Pwnerade » Mon Jun 27, 2011 2:43 am

I tried letting aircraft go wherever they want, and it worked fine. But we also didn't abuse it.
An army marches on its stomach, and its favorite food is fudge.

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Skyian Leader
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Post by Skyian Leader » Tue Jun 28, 2011 11:43 pm

Yeah, that is a good idea, but it is bound to get abused in our group, and it might even be me. Good idea though, but I think I will stick to those rules I made up un my head.

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