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Post by wumpus on Jan 18, 2015 13:49:40 GMT
First Question.
Let's say a glaug opts to spend 5 CP and fire with all its weapon systems.
Attack on 1 Target. Is it 1 CP at a time for 1 weapon system at time? Resolve each attack... or 5 CP at once? Resolve all at once is this choice dictated by close formation?
What is the order of operations (OO) is it
1 Weapon system at a time followed by dodge/antimissile and roll with opportunities
or
All weapon systems, with one dodge attempt?
How does this fit with close formation issues of simul fire? and damage sharing?
Basically I think I am down to needing a step by step. CappenVerra's walkthrough report has helped clarify a few minor niggles, but after playing again yesterday I realized I had no clue what to do in that sort of situation.
thanks in advance
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Post by mike1975 on Jan 18, 2015 15:56:31 GMT
You have to pay all CP's before you make any attack rolls.
Each attack requires a separate dodge roll.
As far as sharing RAW would be one of the 5 attacks could be shared as far as using Pods to shield damage. Excellent question that may need absolute clarification.
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Post by Thorfinn on Jan 18, 2015 16:03:08 GMT
Mostly, you roll each separately, as each weapon has a different damage. Each hit will have a different dodge number. So to keep things clear, you roll each separately.
That said. there are some ways and times when you can or will group your rolls together.
If you have different colored dice, you can use a different color for each weapon system, and roll them all at once. This will speed things along.
Missile volleys are rolled together, so for example, the Valkyrie stock missile is Volley 4, so you would roll 4 dice (assuming you're only firing at one target). Regardless of how many of those hit, your opponent will only make one anti-missile OR dodge roll (can't do both), and one Roll With It maneuver to negate half of the total damage of the volley. So on that volley of 4, if 3 hit, the target would choose to use their anti-missile or dodge. Let's say they have a better chance to dodge it, so they pay 1 CP and make one roll with one die against the highest hit result in the volley. If they succeed, they dodge all 3 missiles. If they fail, (let's say they do) they take the hit of all 3 missiles. 27 points of damage! Now the target has the option to Roll With It. They elect to do so, pay 1 CP, and instead of taking 27 points, they take 13.
Keep in mind that if all 4 missiles had hit, they could not be dodged. So your only option is anti-missile, and if that fails, Roll With It.
If you're in a situation where multiple mechs are in Close Formation, you can group like weapon systems with the same damage and target numbers and roll them in one handful, again, to speed things along.
When the rules say 'simultaneous' they mean that all of this is happening at once. You're not required to roll a giant handful of dice. That would be chaos. It means that you need to choose all your targets of all your weapons that will fire, and commit any CP for firing secondary weapons BEFORE you roll any of those dice. It's entirely likely that some targets will be killed before you get around to rolling for some weapon systems. In those cases, you cannot redirect the weapons you haven't rolled for yet, as they're assumed to have fired at the same time as the others. You also cannot reclaim CP that you deem unnecessary. Those were spent when you picked up the first die to roll, regardless of which weapon actually made the kill.
If it was a video game - like the old Mechwarrior game, where you could link multiple weapons to one trigger and fire them all at once, it'd be like that. Only we're only humans and can only manipulate a finite amount of dice at one time. So while the computer plays it out literally simultaneously, for us, the process is a bit more time consuming.
Keep in mind, individual mechs not in Close Formation,still have to commit the attacks they will do, the targets of those attacks, and commit any applicable CP before they start to roll, just like mechs in close formation. They cannot change those (or get back their CP) if they happen to kill their target before they finish firing everything.
There's no kill like overkill.
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Post by wumpus on Jan 18, 2015 17:08:57 GMT
This really helped. I also reread again the rules. Still unclear on keyword 'attack'
say I fire 3 weapons systems, is this 1 'attack' and thus gets 1 dodge attempt against the highest to hit? Or is it three distinct 'attacks' that each get their own dodge attempt. all thrFor example, lets say a guardian mode pays 1CP and Valk fires gunpod + missiles with Volley 4 (split among two targets 2 each for 'simplicity), all hit Is this considered: A. 1 attack(originates form 1 mecha), or B. two attacks(targets two mecha) or C. three attacks (targets 2 mecha and 1 mecha targeted twice). D. three attacks (2 weapons systems+ 1 extra target) E. None of the above
The mecha targeted byt the 2 missiles only can: i. 1CP dodge or 1CP antimissile no matter. the rules I believe clearly state that each targeted mecha in a volley rolls antimissile or dodge seperately. This is similar to Blast targeted mecha. So if this mecha chooses to antimissile and succeeds, only 2 missiles are shot down, not all 4 in the volley. This seems to me to indicate the A. above is not correct.
Now lets look at the mecha targeted twice The gunpod+2 missile target then gets to either: i. 1CP for one dodge (both as it is from A. or B. above) or 1CP antimissile (only missiles, the gunpod still hits hit) again A. above cant antimissile a gunpod ii. or because missiles and gunpod are 2 different weapon systems it is considered 2 attacks, and the target can both antimissile the missiles and dodge the pod? 1CP dodge(gunpod) + 1CP dodge or antimissile(2 missiles) eg C above.
After resolving this step Next comes the share damage for close formation and then lastly RWI(roll with it). This si done clearly in the rules... no conundrum for me here.
Ok now lets look at 5 pods and a glaug in close formation all select 1 target, the Glaug spends 5 CP to use all weapon systems all target 1 mecha.
is this 6 attacks(eg 6 different weapon systems) or 1 attack. does this allow for/require potentially 1 dodge or 6 dodges?
Man I am confusing myself. Thank you very much for the wisdom and insight in advance.
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Post by CappenVerra on Jan 18, 2015 18:09:50 GMT
Wumpus,
The way I read your first Scenario, (the Valk firing the Missile volley (4) and the Gun pod) this is my interpretation:
The first target that is hit by 2 missiles and the gun pod has been hit with 2 attacks. He can attempt to shoot down the missile OR dodge them (0 or 1 CP, depending on if the target is equipped with Anti-missiles). The target can also pay another CP to dodge the Gun pod hit. After the dodge or Anti-missile, the target can then spend another command point to RwI for every attack that was not dodged or shot out of the sky with Anti-missile.
The second target is hit by 2 missiles. This counts for 1 attack. He can Anti-missile or dodge and then RwI by spending CPs. (Again, depending on if he is equipped with Anti-Missiles.)
Well, at least that's how I played it in my BatRep.
In your 5 Regult and 1 Glaug example. I would consider the six shots as 6 different attacks.
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Post by Thorfinn on Jan 18, 2015 18:31:55 GMT
Ok, so that's a lot of words there...
I think I can answer all your questions without actually reading the specific questions.
Each die roll for a weapon system is an "attack". So the gun pod is an attack, and the head laser is an attack. Each is rolled separately because they do different damage. If you have multiple dice colors, you can roll them together by nominating which color is which attack. Any hits will be dodged separately, so if the gunpod fires twice (rapid fire) and the head laser fires once. That's three attacks, costing 2CP. We've got lots of dice here, so green dice (2) for the gun pod and a red die for the head laser. We're using multiple dice colors, so let's roll all three together.
Let's say they all hit. That's 3 potential dodge rolls for the target, costing 1CP each. It's also 3 potential Roll With Its, each costing 1CP each.
I kept missiles separate above because they work just a little different. The Valkyrie's stock missile is Volley 4. Firing the missile at 1 target is 1 attack. Splitting it to 2 targets is 2 attacks. Remember any secondary targets of a split missile volley have a -3 penalty to hit.
So say you fire all 4 at 1 target. That's 1 attack, with 4 rolls to hit. If all 4 hit, they cannot be dodged, so anti-missile is the only option - 1 roll to shoot down all 4 missiles. Then, if that doesn't work, you can pay 1CP to halve the total missile damage (4x9=36), which would be 18 points of damage.
Assuming only 1-3 missiles hit, lets say 3, the target will again have only 1 dodge roll against the highest to hit roll made to dodge all 3 missiles (or not) OR 1 anti-missile roll to shoot down all 3 missiles (or not). Failing either of those 2, the target will have 1 Roll With It to halve the total damage inflicted by all 3 missiles that hit (27/2 rounded down is 13).
If you had split the volley to 2 targets, each target has the option to make 1 anti-missile roll or 1 dodge roll against the portion of the volley coming at them. Success will not help the other target. They have to take care of themselves.
The only thing left is possibly splitting the damage...
Each attack is eligible to be split with one other mech. So if a Glaug was the target of the above attacks, it got hit with 2 cannon shots, and 1 head laser shot. Pod A can split the first cannon shot, Pod B the second, and Pod C the third. It WAS going to take 6+6+4 points of damage, but now it's taking 3+3+2 points. Rolling With It takes place after damage is shared, so the Glaug can halve any or all 3 of those hits, assuming it has the CP to spend. Let's say it does, and spends 3 CP. We round down, so now it takes 1+1+1 points of damage.
The missile attack also hit it with 3 missiles. This was all from one Valkyrie, so it's all simultaneous, but we're working out separately for simplicity. 3x9 is 27 points of damage. He's going to share that with Pod D (different attack must be a different squad mate). The Glaug takes the 13 points, and the pod takes the 14 points - Kaboom! Then the Glaug elects to pay 1 more CP to Roll With the missile hit, halving the 13 and rounding down to take a final 6 points of damage + the other 3 means that the Glaug takes 9 points of damage and dies anyway.
Probably not worth spending 4CP and 1 or more pods.
So the basic answer to your basic question is, with the exception of missile volleys, each roll to hit is an "attack" and is defended separately. Missile volleys are treated as 1 attack with multiple dies rolls, and are defended and resolved as a single attack, regardless of how many hit (with multiple missile hits increasing the damage of the attack).
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Post by CappenVerra on Jan 18, 2015 18:41:44 GMT
The only thing left is possibly splitting the damage... Each attack is eligible to be split with one other mech. So if a Glaug was the target of the above attacks, it got hit with 2 cannon shots, and 1 head laser shot. Pod A can split the first cannon shot, Pod B the second, and Pod C the third. It WAS going to take 6+6+4 points of damage, but now it's taking 3+3+2 points. Rolling With It takes place after damage is shared, so the Glaug can halve any or all 3 of those hits, assuming it has the CP to spend. Let's say it does, and spends 3 CP. We round down, so now it takes 1+1+1 points of damage.
Thorfinn,
Actually, the rulebook, page 11 "Rounding" states that we should be rounding Mecha Damage up, not down. So I think the end result of you RwI would be 2+2+1.
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Post by Thorfinn on Jan 18, 2015 18:46:42 GMT
Yes, and I thought you'd gotten me with that, but it's a weekend and I have my book. The rules for Roll With Impact on both pp. 16 and 20, have you round down, to a minimum of 1.
HA!
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brian
New Member
Posts: 91
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Post by brian on Jan 18, 2015 18:57:09 GMT
I agree with the above, except that secondary missile attacks only get a -3 if you don't have sight to them. I've also been treating it that all missiles fired at one time against a target are one attack, regardless of origin. For instance, two Valks shoot missiles at two pods. If Valk 1 shoots 4 missiles at Pod 1, and Valk 2 shoots 4 missiles at Pod 2, it would be treated the exact same as if Valk 1 put 2 missiles on each, and Valk 2 put 2 missiles on each.
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Post by CappenVerra on Jan 18, 2015 20:13:29 GMT
Yes, and I thought you'd gotten me with that, but it's a weekend and I have my book. The rules for Roll With Impact on both pp. 16 and 20, have you round down, to a minimum of 1. HA!
Touche!
Advantage Thorfinn.
I learn something new every day coming here. Thanks!
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Post by wumpus on Jan 18, 2015 20:51:14 GMT
wow, thanks all, I think I have it down now, jsut in time for the primer to dry....
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Post by Thorfinn on Jan 18, 2015 23:03:15 GMT
I agree with the above, except that secondary missile attacks only get a -3 if you don't have sight to them. I've also been treating it that all missiles fired at one time against a target are one attack, regardless of origin. For instance, two Valks shoot missiles at two pods. If Valk 1 shoots 4 missiles at Pod 1, and Valk 2 shoots 4 missiles at Pod 2, it would be treated the exact same as if Valk 1 put 2 missiles on each, and Valk 2 put 2 missiles on each. YES! Correct. -3 only applies to models out of LOS. On the other part, I would disagree. All missiles fired as part of a volley are treated as one attack, so 1 attacker to 1 target is one attack. If you have 2 attackers, that's 2 attacks, and each is defended separately, even if they're in Close Formation. P. 29 is the rules for Volley. "While separate rolls to strike are made for each missile, all of the missiles that hit from a single volley are treated as one attack." (my emphasis) I could see that there's a case to be made that all missiles from a single volley, regardless of how they're split between targets could be considered a single attack, such that if you split that Volley 4 missile attack between 4 pods, only one of the pods needs a successful anti-missile roll to knock down the whole volley (all 4 missiles). Like a Blast. However, the sentence after the one I quoted above, where it describes Dodging and Rolling With Impact goes on to say, "...all of the missiles in the volley that strike the target...", not "target s". Since they specifically mention a single target of the attack, we have to assume they don't intend all the missiles in a split volley to be shot down by a single anti-missile shot from 1 of the targets. All the targets are on their own. Sadly, this is a poorly worded paragraph since it starts out talking about splitting a volley to multiple targets, and goes on to explain how to dodge a volley. It really should have been broken into 2 paragraphs to make it clear we're talking about 2 separate ideas. This kind of writing leads to confusion. Brian, in your 2 examples above: "If Valk 1 shoots 4 missiles at Pod 1, and Valk 2 shoots 4 missiles at Pod 2" -- This is 1 attack at pod one, and 1 attack at pod 2. A total of 2 attacks that must be defended. "Valk 1 put 2 missiles on each, and Valk 2 put 2 missiles on each" -- This is 2 attacks on pod 1 (1 from each Valkyrie), and 2 attacks on pod 2 (1 from each Valkyrie), for a total of 4 attacks that must be defended.
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Post by mike1975 on Jan 19, 2015 14:54:37 GMT
They are counted as a single attack. Otherwise you could have 2 veritechs split missiles amoung some Pods. Maybe the both shoot 4 missiles at a pod in the middle and 2 to the pod to each side and if all 4 hit the pod in the middle is that 2 attacks or one? If one is that now inescapable since they were firing simultaneously? This is one question I posed and the answer was 2 separate attacks and 2 AM/Dodge rolls.
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brian
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Post by brian on Jan 19, 2015 15:03:13 GMT
I'm going to say there will be a difference here between Rules As Written and Game As Played.
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Grendal
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Post by Grendal on Feb 23, 2015 19:12:37 GMT
"Let's say a glaug opts to spend 5 CP and fire with all its weapon systems.
Attack on 1 Target. Is it 1 CP at a time for 1 weapon system at time? Resolve each attack... or 5 CP at once? Resolve all at once is this choice dictated by close formation?
What is the order of operations (OO) is it
1 Weapon system at a time followed by dodge/antimissile and roll with opportunities
or
All weapon systems, with one dodge attempt?"
My reading of the turn order is that you 1)desiginate a weapon system 2) Target 3) roll to hit 4) Anti-Missile/dodge RwI 5) resolve damage. So if you want to fire an additional weapon you start the order again by paying a CP and selecting an additional syatem untill the target is dead or you are finished
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Post by Thorfinn on Feb 24, 2015 5:32:29 GMT
Designate all attacks coming from a model and any models in close formation with it. Pay the CP for any attacks that require it. Then roll the dice in whatever order you want. Once you're done dealing damage, the target(s) gets to figure out what to do with it.
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Post by dcbradshaw on Feb 24, 2015 20:34:03 GMT
Designate all attacks coming from a model and any models in close formation with it. Pay the CP for any attacks that require it. Then roll the dice in whatever order you want. Once you're done dealing damage, the target(s) gets to figure out what to do with it. Designate all attacks (as in, just weapon systems being used), or designate all attacks AND intended targets before rolling? For individual units not in Close Formation or gaining Crossfire, we've been playing as grendal stated it: pick a system and attack with it, then continue with additional weapons and CP expenditure if you feel like you need to. Is there something in RAW that explicitly states that outside of a situation where you are combining fire (i.e., a unit by itself) you must declare all attacks and targets prior to rolling? There may be--if so, we've missed it. It feels like the pre-designating all targets and weapon systems is a tactical disadvantage that you exchange for the Close Formation or Crossfire bonus. I read the intent as if an out-of-formation unit is acting alone and doesn't need to coordinate targeting with other units, thus can shoot and continue as needed. That's a good thing; you don't end up wasting the extra attacks if you happen take out your target on the first shot.
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Post by Thorfinn on Feb 25, 2015 15:00:54 GMT
Designate all attacks and targets.
Think of individual models as being in Close Formation with themselves. Yes, there's a slight disadvantage, but there's also an advantage in speed of play. For example, you can designate that your battloid is going to rapid fire his gun twice and then roll all three dice together. It also keeps the rules consistent, which keeps them small and easy, which keeps them fast.
Don't have a book with me so can't give you chapter and verse.
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