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Post by dcbradshaw on Feb 5, 2015 22:45:01 GMT
I'm still digesting the above... Some of that just can't be right, can it?
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Post by mrwright on Feb 5, 2015 23:32:03 GMT
Anyone reading this needs to go back to the PB forum and read the blast missile thread. There is further discussion going on about a few of these issues and it never hurts if more people weigh in either.
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brian
New Member
Posts: 91
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Post by brian on Feb 6, 2015 6:37:40 GMT
I'm still digesting the above... Some of that just can't be right, can it? That's absolutely awful and not how the rules read at all. I'll be ignoring every bit of that.
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Post by Thorfinn on Feb 6, 2015 17:05:43 GMT
Yeah. That's just a mess. There are already rules for volleys, and they transfer well to Blast Volleys. There's no reason to create yet another game mechanic, let alone one that's so clumsy.
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mouse
New Member
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Post by mouse on Feb 7, 2015 2:29:26 GMT
Seems more or less correct
That Option One thing seems a bit off, I think I would just pick multiple points that acheive more or lees the same effect rather than select this.
But other than that, I think that is more or less how we have been playing it.
How do you percieve this is different form the rules in the book. Maybe my rules lawyer vision isn't working right tonight and I am missing something. Please use examples, and don't bother with stupid Option 1.
Thanks
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Post by mike1975 on Feb 7, 2015 5:19:37 GMT
Blast 2.0
Ok, to clarify a bit more.
Important things to Note on Blast and Missiles A. Units with cover between them and the center of the blast will get the cover bonus. B. Missiles are shot down on a 6 by any units using AM under the blast radius.
Points of Debate A. If I choose a spot on the ground and hit does everything under the blast radius automatically get hit? So if I shoot the ground only needing to make a DF of 5, below a veritech in fighter mode (DF 6), do the veritechs automatically get hit too? The reason is that some units like the MAC II and the Glaug have higher DF to represent thicker and harder to penetrate armor. So a Monster will need to be struck with a high enough strike roll as to penetrate the armor. Example is a Monster surrounded by Defenders. The Blast may well strike the target zone but not have the ability to damage the Monster but still damage the Defender. B. If 4 Blast missiles target the same spot and all 4 hit are they considered inescapable? Personally I would say yes for continuity. C. From B it follows what if I spot all 4 missiles .002 inches apart, can I still call the shots if they hit inescapable? I'd say as long as 4 blasts regardless of target cover a unit from a single attack, then yes. D. Missiles are not designed to hit a "spot". Missiles should have to target a specific unit. If a target's base is within 2 inches of the primary target a blast missile is allowed to be placed over the center of the base of that target. The target must be a feature on the table or a mini. Not a blade of grass on the ground. So a tree or building or something fairly large. E. If I target flying units presently anything under the blast is hit whether ground or not. Should this change? F. Missiles used as Anti-Missiles receive a +1 to their AM rolls against Blast missiles (IE they need a 5+) G. Close Formation Shielding, page 18 - "Any single mecha in a close formation can only shield one other mecha per turn." So, say you have several unit under the blast template, and another unit OUTSIDE of the blast template, but within close formation. The outside unit can take part in shieldinglast template - Should this be allowed? We know any unit can shield only one other per round BUT can a unit outside the blast area shield a unit within?
FIX and how to properly handle Blast: 1. Each salvo first declares location of center of blast and marks it on the table with a die or some other marker. You cannot overlap the normal 16mm dice. If they are close enough that they bump together they are stacked and considered one attack. 2. For each missile roll to strike 3. Deviated shots are moved to new locations and the attack roll re-rolled with GN of 1, disregard the GN of the unit that fired the shot. This allows the possibility of a missed missile to still roll a 7 and hit targets like the Glaug. This also gives only a 50/50 to hit easier targets like Destroids and a 66% of damaging some of the smaller buildings. 4. Under each individual blast roll for Anti-Missile, remove if successful. 5. Working from one end/blast marker to the other, If a unit wishes to dodge and did not do Anti-Missile and is covered by multiple blast it will only pay one command point and make one dodge roll attempt. If successful at dodging a few of the blasts the other blasts will hit normally. So if one missile hits with a 7 one with a 6 and one with a 5 and you roll a 6 total to dodge (adding in PIL), then only the blast with the result of a 7 strikes the target. DO NOT ADD all the damage but resolve each blast individually. Make sure to place any dice for the dodge result next to the target if it is under the blast from another missile as to resolve the next blast results and as to not forget and pay additional command points to dodge again. 6. Once all the units under one blast marker have been taken care of (AM/Dodge/Roll)remove the marker from the table and move to the next blast marker. 7. Any missiles that missed and deviate count as if they have hit the ground with a DF of 5. So deviated blast missiles are not automatically dodged but AM and other functions are repeated as normal.
This reduces the total amount of command points a defender burns when attacked by blast missiles to a more reasonable level. This also increases the effectiveness of missiles that deviate from their target.
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Post by Thorfinn on Feb 7, 2015 13:21:09 GMT
The best way for this to work is like any other missile volley. The difference being that if the missile misses, it may still hit because of the scatter and the size of the template (there's an argument to be made that the size of the template is larger than it should be for this scale...).
So you would: * Designate the target(s) of the missiles in the volley. * Roll to hit for each of those missiles. Note the hit rolls for each missile, even the misses, as it will be needed for potential dodges. * Resolve scatter for misses. * Allocate hits for model(s) under the template(s). * Resolve defensive measures, keeping in mind that if a model is under 4 or more templates, it is inescapable, and that only 1 defensive roll is made against all the missiles in a volley that hit that target - they're all successfully dodged/shot down, or they all actually hit. All models under a template have the opportunity to dodge (saving that individual) or anti-missile (saving all models under that template/volley). *Resolve damage of missiles that get through defenses. Damage from a volley is treated as one aggregate total of all the missiles that hit that model. Share the damage and Roll with Impact accordingly.
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Post by Jaymz on Feb 7, 2015 13:21:16 GMT
just curious but if this is "official faq" stuff....shouldn't it be IN the official faq thread at the top of the forum?
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Post by mike1975 on Feb 7, 2015 20:18:00 GMT
The best way for this to work is like any other missile volley. The difference being that if the missile misses, it may still hit because of the scatter and the size of the template (there's an argument to be made that the size of the template is larger than it should be for this scale...). So you would: * Designate the target(s) of the missiles in the volley. * Roll to hit for each of those missiles. Note the hit rolls for each missile, even the misses, as it will be needed for potential dodges. * Resolve scatter for misses. * Allocate hits for model(s) under the template(s). * Resolve defensive measures, keeping in mind that if a model is under 4 or more templates, it is inescapable, and that only 1 defensive roll is made against all the missiles in a volley that hit that target - they're all successfully dodged/shot down, or they all actually hit. All models under a template have the opportunity to dodge (saving that individual) or anti-missile (saving all models under that template/volley). *Resolve damage of missiles that get through defenses. Damage from a volley is treated as one aggregate total of all the missiles that hit that model. Share the damage and Roll with Impact accordingly. Pretty much, you wind up not causing someone to spend a boatload of CP's to defend against blast missiles and it balances then out a bit more. None of this is official. This is how I would have redone the rules.
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