NOVA Syndicate Alliance UPDATE 11/23/2014

Show off your armies and weaponry and stuff.

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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by Nevermind » Mon Nov 24, 2014 12:36 am

Looking great. The amount of weapons is impressive. I shall see you on the battlefield.
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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by Vami IV » Mon Nov 24, 2014 12:37 am

That "tank" is looking fucking badass. You took the Elephant from Halo 3 and made it badass.

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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by Bluefog » Mon Nov 24, 2014 3:32 am

Glorious.
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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by pirateofmayhem » Tue Nov 25, 2014 6:49 pm

i am pleased with my progress so far.

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Re: NOVA Syndicate Alliance UPDATE 10/26/2014

Post by cleanupcrew » Tue Nov 25, 2014 8:01 pm

pirateofmayhem wrote:yeah its for the SHDT, just wondering about value of making it that armor rating.
5d10 is ridiculous since the tank is already going to have so many size points anyway, I dislike it when people try to make it impossible to knock even one size point off of their massive STDs (I have a similar opinion about the Vindicator's 4d10 armor). I think STD armor should be capped at 3d10 to make them somewhat playable, and also b/c that's the rulebook's recommendation for tank armor.

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Re: NOVA Syndicate Alliance UPDATE 10/26/2014

Post by pirateofmayhem » Tue Nov 25, 2014 9:48 pm

my friend and i are having a arms race with tanks, hence trying to build the biggest. though if it was 3d10 armor, would be very easy to destroy.

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Re: NOVA Syndicate Alliance UPDATE 10/26/2014

Post by cleanupcrew » Tue Nov 25, 2014 11:12 pm

What's wrong with that? This is BrikWars, after all.

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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by Ben-Jammin » Wed Nov 26, 2014 6:48 am

Colette wrote:
pirateofmayhem wrote:yeah its for the SHDT, just wondering about value of making it that armor rating.
5d10 is ridiculous since the tank is already going to have so many size points anyway, I dislike it when people try to make it impossible to knock even one size point off of their massive STDs (I have a similar opinion about the Vindicator's 4d10 armor). I think STD armor should be capped at 3d10 to make them somewhat playable, and also b/c that's the rulebook's recommendation for tank armor.
Just because it has 5d10 or 4d10 armor doesn't mean its invincible. For example, consider the idea of specific damage to a target area like treads or the turret. You could target those areas specifically and immobilize and disarm the tank (making it pretty much useless), and if I'm not mistaken attacking certain parts of a vehicle rather than the whole creation cause it to lose armor right (For example, an attack on the treads of a 3d10 vehicle would make it 1d10)?

Also, a tank that large has to have some weakness somewhere. You could task a team of minifigs with breaking into the vents that the tank uses to cool itself, or by busting off the hinges of the door that the APC uses to get out of. A group of minifigs on the inside can be just as deadly as shooting at it with artillery, maybe more so. If that doesn't work, then just have all your units combine fire on it.

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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by stubby » Wed Nov 26, 2014 10:28 am

Ben-Jammin wrote:if I'm not mistaken attacking certain parts of a vehicle rather than the whole creation cause it to lose armor right (For example, an attack on the treads of a 3d10 vehicle would make it 1d10)?
Wait, what?
Natalya wrote:Wtf is going on in this thread?

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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by cleanupcrew » Wed Nov 26, 2014 2:02 pm

Ben-Jammin wrote:
Just because it has 5d10 or 4d10 armor doesn't mean its invincible. For example, consider the idea of specific damage to a target area like treads or the turret. You could target those areas specifically and immobilize and disarm the tank (making it pretty much useless), and if I'm not mistaken attacking certain parts of a vehicle rather than the whole creation cause it to lose armor right (For example, an attack on the treads of a 3d10 vehicle would make it 1d10)?

Also, a tank that large has to have some weakness somewhere. You could task a team of minifigs with breaking into the vents that the tank uses to cool itself, or by busting off the hinges of the door that the APC uses to get out of. A group of minifigs on the inside can be just as deadly as shooting at it with artillery, maybe more so. If that doesn't work, then just have all your units combine fire on it.
Of course 5d10 is not invincible- my Lancelot mech has 5d10 shields (but normal 3d10 armor). But for something like pirate's super tank, attriting the amount of size points on something as large as it is itself a formidable task, let alone the difficulty of taking off each individual size point.

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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by ikensall » Wed Nov 26, 2014 3:06 pm

I still remember one of my earliest Brikwars games when I was still a veritable child, I think I made dice rolls for the first two or so turns, and then just made up what I thought should happen for the rest of the game, smashing figs with lego weapons and bricks around on the battlefield (on the living room floor), without realising I hadn't touched the dice in half an hour until the end of the game. To this day, the "last man standing" still gets to be more pimped out than his fellow grunts, and that is by far my most memorablbe BW game. If it's surprisingly hard to destroy the tank with size damage, send on a boarding party; Fuck da police dice!

That tank really is like a mini-PARV, it's incredible that the finish looks as good as it does in such a big build, hopefully you'll be able to get the interior detailed like the exterior.

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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by pirateofmayhem » Wed Nov 26, 2014 7:48 pm

The bottom command center has a lot of detail in it and i can take some pics of the interior cargo area. for the upper command center, that will have some open windowed areas that will allow you to see inside and i plan to make the main weapon battery removable so you can see inside as well

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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by Vami IV » Wed Nov 26, 2014 9:34 pm

pirateofmayhem wrote:The bottom command center has a lot of detail in it and i can take some pics of the interior cargo area. for the upper command center, that will have some open windowed areas that will allow you to see inside and i plan to make the main weapon battery removable so you can see inside as well
Please do.

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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by The Shadowscythe » Thu Nov 27, 2014 6:35 am

Following Ikensal's post, one way you could play this beast is having is compartmentalised into different areas of toughness.

The chassis and super structure of the tank would be effectively invulnerable, making it more like a force of nature than a military machine, but the tracks could have 3d10 dice, weapons 4 or 5d10 and any "vulnerable" spots like command and control areas or entrances follow the same route.

One cannot kill the fucking Tonk, but one can slow it down enough and fuck it up enough to make it a fun center piece.

If you had two, it would make for a bloody brilliant capture the flag style experience ala Halo 3 elephant fights.
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Re: NOVA Syndicate Alliance UPDATE 11/23/2014

Post by Zahru II » Thu Nov 27, 2014 7:16 am

I agree with most of the above stated thoughts - there's nothing wrong with having a huge base AV. I mean sure you can go against it head on like a dumbdumb and deem it "invincible", or you can aim for weak spots, component damage etc. - others have elaborated on this already.
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