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Post by dcbradshaw on Oct 7, 2015 14:32:44 GMT
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Post by Thorfinn on Oct 7, 2015 15:10:49 GMT
I think it's better. It certainly tones down the destructive potential, though some may argue that's a bad thing.
You know who you are.
I don't think it addresses how blasts work with volleys AND firing units in Close Formation. When a unit has the potential to lay 30 blast markers in an activation, that all must be resolved simultaneously - before damage can be calculated and defense options decided and acted on - it's a huge slow down and record keeping headache in an otherwise fast paced and easy to track game.
I'm looking forward to your (and others') experience(s), as it'll be a bit before I can try it myself.
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mickhood
New Member
Rotherham Wargames UK
Posts: 3
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Post by mickhood on Oct 7, 2015 15:38:02 GMT
I agree the simultaneously attacks from a close formation can destroy a game session. I can see what they are after but it grinds an otherwise fast system to a halt.
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Post by captkaruthors on Oct 7, 2015 21:09:01 GMT
Question: Do cover save modifiers/penalties still apply to the initial roll to strike vs. DF5? Or is it a straight roll? What about targeting units nearby out of LOS? Does the -3 still apply?
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Post by technophobe on Oct 8, 2015 10:25:07 GMT
Question: Do cover save modifiers/penalties still apply to the initial roll to strike vs. DF5? Or is it a straight roll? What about targeting units nearby out of LOS? Does the -3 still apply? As I understand it all other rules for volleys and targeting apply. Cover penalties (except for indirect fire weapons) and close formation bonuses etc would still be applied to the initial attack roll. The -3 for targeting part of the volley to an enemy out of LOS would still apply to the initial attack roll. Once all modifiers are applied and added to the dice roll if the total is 4 or less the attack scatters. If it is 5 or more it hits the target but may not necessarily damage the target or any other units under the blast template. Cover penalties and close formation bonuses don't apply to the scatter attack roll as it is a straight D6 +1.
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Post by mike1975 on Oct 15, 2015 3:37:36 GMT
to speed blast up just don't allow the initial shot to be split up like a normal volley would. It was the suggestion we made and were overruled. Also you might want to try D6+2 for scatter distance and if you have one use a scatter die for direction.
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Post by Thorfinn on Oct 15, 2015 15:34:49 GMT
Honestly, I would just remove scatter entirely. You either hit or you don't. I don't think this is the type of game that needs such a detailed system for scattering ordinance, and the simultaneous nature of Close Formation realistically can't handle it.
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Post by Jaymz on Oct 31, 2015 13:59:36 GMT
I suggested the "scatter" should be just directly past the target or directly short of the target, as opposed to any random direction. i was overruled. I am happy that I did get the half damage to any non targeted units under the blast and the "must target at unit or structure" unless the indirect fire trait is present on the weapon, in order to stop "I target that spot there between the mecha"
Still say non targeted units should not be allowed to anti missile fire on blast missiles since they can't do that on non blast missiles fired at their allies. I was overruled on that too. Ah well. My input was good and they used two of my primary suggestions in the end. I am more or less happy about that. Too bad they screwed the pooched and pissed me off so that I won't bother helping anymore.
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Post by Skull011 on Nov 29, 2015 3:35:39 GMT
I see what you mean Jaymz from a realist perspective, but from a game mechanic perspective it helps the defender have more of a chance. The Phalanx squads were the un-foreseen monsters. If anything I think they should limit the Phalanx to only 4 mechs per every 300 pts. A squad of 8 dropping 32 templates is no fun and no fair.
I have also considered allowing the target mech normal anti missile abilities and then have the non targets limited to natural 6s. If there is no target, than all are limited to natural 6 for anti missile or cough up CP to dodge. It's hard to say, considering how anti-missile is all or nothing.
Too bad PB did not higher a mathematics PhD to do some modeling, but for the most part the game has been fun and hits the feel of the show. If only the models were not such a chore... but hey it was a kickstarter and PB is learning.
Also is it just me or can you only shield if you are outside of the blast? It seemed inferred from the examples but was not mentioned at all in the rules (not that I could find anyway).
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Post by mike1975 on Nov 29, 2015 4:08:24 GMT
Optional Rules I use for Skirmish
Anti-Missile Attempt – When attacked by a unit with any weapon with the Missile special ability the player has a chance of shooting the missile down. The player may pay a single Action Point and roll a D6. If the result is a 6 the player successfully shoots the missile down. If the defender has any weapons facing the direction from which the missile was shot with the Anti-Missile special ability, that player can perform the Anti-Missile roll for free (Does not pay any Action Points) with a +1 bonus to the die roll. This means the player will need a 5 or greater to successfully shoot down the missile as long as no other modifiers are present. More detail is given under the Missile and Anti-Missile ability descriptions. Missile systems with Anti-Missile get a +2 bonus to the roll and cost one ammo point when used.
If an attack has both the Blast and Missile special abilities, ANY number of figures under the Blast template may attempt to shoot down the Blast Missile attack at the normal Command Point cost per figure. However, all units that are not targeted by the missile but are still under the Blast marker will suffer a -1 to their Anti-Missile roll and units in Close Formation and outside the Blast area cannot make Anti-Missile rolls. If a figure’s attempt to shoot down the Blast Missile is successful, all of the Blast Missiles that would have hit that figure are destroyed and NO figures are damaged by those missiles. In the case of a Blast Missile Volley divided between multiple targets, any missiles that would not have hit that specific figure still remain, unless they are shot down by other figures.
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