Grendal
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Post by Grendal on Jan 6, 2015 17:17:00 GMT
When facing a volley of missles, do you roll your anti missile systems against each missile and than a single dodge roll for those that got through, or is it one AM shot aginst the whole volley?
EX: Veritech fires a volley 4 attack v/s single BP. VT player rolls and gets 3 hits, do you roll 3 anti missile or just one v/s the highest number like you would for the dodge?
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Post by mike1975 on Jan 6, 2015 18:12:04 GMT
You roll once against the volley. When dodging you roll against the highest missiles strike roll to dodge the entire volley.
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Grendal
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Post by Grendal on Jan 7, 2015 14:29:20 GMT
Thanks, that was our consensious. We have decided that anytime we have a rule question we are gonna refer to the 'cinematics' of the anime. Ex, when faced with a bunch of missiles you see them hit one and the explosion takes out the rest of the volley. It seems to be thats what PB was going with when they wrote the rules...
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Post by mike1975 on Jan 7, 2015 15:46:01 GMT
Originally I played that if I dodged I could dodge part of a volley. So if the attack totals were 3, 5, 6, 8 and I rolled a 6 total on my dodge then only one missile would hit. Made more sense to me. If you dodge you need to beat the 8 or all the missiles that would have hit you still do.
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Grendal
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Post by Grendal on Jan 7, 2015 18:05:57 GMT
When we played the first time we did a hit roll for each missile in the volley, and then a hit roll for each anti-missile attack. Then you could dodge the remaining missiles by beating the highest hit number. It did slow down the game, and I can see what the designers were going for in a fast flow by only having one anti-missile shot roll
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Post by Thorfinn on Jan 7, 2015 18:12:07 GMT
And remember you only get to fire the anti-missile system OR dodge, not both. So do your math and choose your best chance.
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Post by mike1975 on Jan 7, 2015 19:34:57 GMT
Like this? Attachments:
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Post by bastinado on Jan 7, 2015 20:20:33 GMT
To further the first question, normally if it's a blast missile, each person who will be effected gets a chance to dodge. Could each of them instead take their try at a antimissile shot?
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Post by mike1975 on Jan 7, 2015 20:30:14 GMT
Yes, it is either/or. So you can have 3 Battlepods and a Glaug under a blast marker. You decide to have all three pods try to use Anti-Missile and if they fail to have the Glaug dodge. This makes sense since the Glaug has a higher piloting and you feel his chances are better that way. Plus if he lives you can just bring the pods back next turn. You roll 3 dice and do not get a 6. The Glaug can now attempt to dodge. All 4 of the units may Roll With Impact if you choose to do so. The Pods that tried to shoot down the missile cannot dodoge. If the missile was shot down by the 3 pods then the Glaug would not have to do anything more.
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Post by wumpus on Jan 7, 2015 23:23:20 GMT
in all cases so long as the system is not antimissile, it requires a CP yes? and dodging always requires a CP? so CP use also factors strongly into the decision.
edited for clarity
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Post by mike1975 on Jan 8, 2015 3:29:41 GMT
in all cases so long as the system is not antimissile, it requires a CP yes? and dodging always requires a CP? so CP use also factors strongly into the decision. edited for clarity Correct, so use the chart I posted if you want to know when to dodge and when to use AM
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Post by bastinado on Jan 8, 2015 23:22:10 GMT
That was my assumption and the way we've been playing. It makes blast missiles a bit harder to score a shot with, but they're so devastating when they do I didn't mind.
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Post by mike1975 on Jan 9, 2015 3:39:55 GMT
I think that deadliness and the riskiness of Blast missiles balances out some. Not sure if I think it's the best way but it works.
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Post by dcbradshaw on Jan 19, 2015 3:43:16 GMT
We had this come up today, and I can't wrap my head around it: can scattering missiles be shot down?
Picture a pair of targets under a blast template, being attacked by four Derringer missiles from a Phalanx. One of the missiles misses the target and scatters. Both targets fail their Antimissile check (debuffed to a straight 6 because of the special blast volley rule on page 27), and both are damaged.
One of the missiles that scatters just happen to land the blast template directly on top of another pair of nearby targets. I know RAW say that they can both attempt to dodge, but can the two unlucky receivers of the scatter also attempt to shoot it down at that point?
This happened in our game today. My Phalanx shot a blast volley of four missiles at a pair of Valks on top of a building. Three of them hit, and one scattered. The Valks failed their Antimissile check, and the missiles remained active. The scatter just happened to shift over off the side of the building right on top (and I mean smack-dab in the middle) of another player's group of six battlepods. At a loss, we allowed them to attempt to shoot them down, and they did--six chances at a 6 result, and they got it right away.
What do you think?
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Post by Thorfinn on Jan 19, 2015 5:44:54 GMT
I think you did it right. You place the blast template in its final position, whether it is on target or scatters, and anyone underneath, friend or foe, can take a shot at anti missileing it or dodging.
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Post by mike1975 on Jan 19, 2015 14:44:53 GMT
That is how I have been doing it.
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Post by dcbradshaw on Jan 20, 2015 20:30:50 GMT
Thanks Thorfinn & Mike, and one more question that the RAW is not super-clear on:
If more than one of a volley of blast missiles scatters, do both scatter separately, or do you only scatter once regardless (as in, the missed missiles both go the same direction)?
I only ask because of the weird wording on the first paragraph on page 28, where it says, "If the missile volley vails to hit at all, the Blast template will scatter (as above) but only inflicts MD equal to the base MD of the weapon system..."
Is this indicating that the one-time, lower-damage scatter only happens if ALL missiles fail their roll to strike, or will also individual missiles that missed only scatter once?
Like if I have a volley of four, and two miss, do those two scatter off in separate directions, or are they considered to both scatter in just one direction (one scatter check) and and deal base damage (regardless of how many were fired)?
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Post by Thorfinn on Jan 20, 2015 21:06:34 GMT
I believe, (I haven't had much experience with blasts yet, and I don't have a book with me) that blast missiles are treated much the same as normal missiles. Each missile in a volley is rolled to hit. So each missile in the volley has the potential to miss and thus scatter independently. Each blast template is the strength of one missile, which I guess is what they were trying to say.
Because of the volley rules, you total the damage of all the missiles that hit a target, and use that number for sharing damage or Rolling With Impact. If a model was under 2 or more blasts that scattered, either because they scattered in the same direction and distance, or close enough to overlap on that model, or even a combination of very short scatters and hits, then you would total the damage of all the blasts from that volley that landed on that model, and treat it as 1 very powerful hit rather than 2 or more lighter hits.
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Post by mike1975 on Jan 20, 2015 22:07:20 GMT
I believe, (I haven't had much experience with blasts yet, and I don't have a book with me) that blast missiles are treated much the same as normal missiles. Each missile in a volley is rolled to hit. So each missile in the volley has the potential to miss and thus scatter independently. Each blast template is the strength of one missile, which I guess is what they were trying to say. Because of the volley rules, you total the damage of all the missiles that hit a target, and use that number for sharing damage or Rolling With Impact. If a model was under 2 or more blasts that scattered, either because they scattered in the same direction and distance, or close enough to overlap on that model, or even a combination of very short scatters and hits, then you would total the damage of all the blasts from that volley that landed on that model, and treat it as 1 very powerful hit rather than 2 or more lighter hits. Correct, each Blast missile is handled as an individual missile strike for everything. From what I understand that includes AM to Dodge to Roll with Impact. These can really suck up CP's if you don't shoot one down. Thorfinn may be correct though. I will investigate.
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