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Post by leaderginge on Jul 28, 2014 23:30:29 GMT
maybe but you have to try and explain this rule to liam! I'm telling you I'm very tactical ....... Hahaha
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Post by Raven on Jul 29, 2014 6:48:42 GMT
maybe but you have to try and explain this rule to liam! I'm telling you I'm very tactical ....... Hahaha Advance, miss, die is not a tactic...
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Post by leaderginge on Jul 29, 2014 9:46:40 GMT
Ever since ed fondled with my dice there been rolling crap .... But it's a proven tatic in the : how to suck at wargaming ....
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Post by Raven on Jul 29, 2014 17:23:18 GMT
Blaming others for own clumsiness... That's not nice of you. (And I am the one to talk taken into consideration my suicidal horde ) Again that's not a tactic. A tactic is actually thinking about the moves, possible reactions and learning from mistakes. Taktics is not moving, getting the character killed; so maybe if I do the exactly same thing with the next character, they might miss.
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Post by leaderginge on Jul 29, 2014 19:59:11 GMT
You've just figured out my thought process oh bollocks time to change my tactics
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Post by germanicus on Jul 29, 2014 20:07:52 GMT
"The ammo could be limited to lets say 30 rounds, where every die represents one round. The player could decide how many dice up to the limit he wants to use (Sniper full auto up to 5 dice). Thus one round of full auto will cost you 21 rounds." really like this idea! I have just looked at the profile cards and every figure has 15 ammo boxes, how about if EVERY figure was armed with 15 rounds and each die represented one round? That way every team gets 75 rounds of ammo with the sniper the 5th dice just represents it taking the time to aim for the kill shot. Hey Mike... just a thought, building on what Macca suggested, though going for more of an FPS slant. If a model kills another one, place a corpse marker (one type each for the Leader/Grunts/Breaker/Medic/Grenadier) where the killed one was. Any other model can then move up to take any unused ammo (marked on the player's team card) from the corpse, but only up to the maximum of 15 (as was displayed on the card... doing more than 15 would be impractical), then remove the corpse marker. Similarly for the Medic, he/she can pick up unused med-packs from Medic corpses (up to the maximum of 3), Grenadiers can pick up unused grenades (up to a maximum of 6) and the Leader can pick up unused orders (no more than two of each). As for the Breaker, make his/her weapon... well, breakable! Every time when in combat the Breaker rolls any double one, his/her weapon takes a dent, and after five such occasions it breaks. Scavenging a dead Breaker's corpse marker gets them a repaired weapon as well as ammo. For the Breaker's shooting, I think it should be the same as the Grunt's, except the range should be truncated to 8" and can't go full auto (to reflect using a pistol, say, instead of a submachinegun, since they are lugging around a close-combat weapon as well). This, I think, lets the game continue to be fun for players whose teams are dead, as they can conspire with players with living team members and it creates kill zones wherein everyone is trying to vie for more ammo etc as players should not be party to their enemies' ammo and weapons status unless they specifically ask. Also, in general gameplay, it can set up interesting challenges (own breaker calling out enemy breaker) And I'm wondering about headshots... -_- Too complicated, you think?
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Post by Raven on Jul 29, 2014 23:15:06 GMT
Ed, don't try to make another 40K out of this game. Mike said that he wants the game to be fast paced and fun to play. Challenges would slow the game down.
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Post by macca on Jul 30, 2014 8:59:59 GMT
Mike how about instead of an extra shot/dice for the sniper how about penalising the armour roll for the opponent by 1. This could represent the sniper taking longer to take a shot and aiming for the head or weak spot in the enemy armour.
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Post by germanicus on Jul 30, 2014 23:09:01 GMT
Oh no... I'm not thinking of WHF/WH40K style challenges... nothing of the sort. I just meant actual player to player challenges (and mini proxy) or fluffy silly stuff like that.
And macca - yeah, that idea for the Sniper is probably better than the one I had in mind, perhaps... which was roll a 6 to hit and it's a headshot. Fail the armour save, lose two wounds instead of one. No full-autoing allowed... or something...
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Post by macca on Jul 31, 2014 9:38:08 GMT
Right here it is, after playing the game and chatting with Damon here are my thoughts. Sniper is over powered, unless you are behind cover 5 hits can see a character go down with one shot! How about the sniper gets 3 dice to hit for one action and if he does not move for his second action he gets +1 to each dice roll or 2 dice if he moves and then 3 dice at plus 1 if aiming. Medic, I understand it is not used as it is deemed not useful/underpowered how about the medic has a range of 6 inches (as per bolt action) then the medic can carry as many med packs as there are team members however each med pack can heal d3 health. This would give a certain suspense over wether or not you get to heal all 3 points if character is down also you would have to decide if you waste another pack on a roll of a d3 to heal some more points. Lastly, team points , each member is given a value ie sniper 5, command 4 etc you can have a point total for teams but you are still restricted to 1 sniper and 1 command' players could then field more grunts or choose a medic but use up more points, hence earlier comment that medic only carries enough med packs as there are team members.
That's it, still a bloody good game!
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Post by Raven on Jul 31, 2014 20:52:15 GMT
Sniper is over powered, unless you are behind cover 5 hits can see a character go down with one shot! One shot one kill, that's what the essence of a sniper. If you take this ability from him, than he's just another grunt only with greater range. If you want to nerf the sniper, nerf his armour saves or cancel them altogether. Snipers don't wear as much protection as other soldiers in order to stay undetected and change places quickly. A sniper who shoots from the same spot is usually a dead sniper.
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Post by macca on Jul 31, 2014 22:16:19 GMT
I agree, however you look at it a sniper is by nature lethal, but in a game with only a very few models it should not take long for a well positioned sniper to pick off your team (ask liam).It does need nerfing though! In flames of war a sniper has concealement and bulletproof cover but as soon as he is discovered he can bugger off back to HQ as being in one spot does make him vulnerable.
But as I have stated before great game and I am sure with all of us volunteering to play Mike will soon come up with the perfect set up, after all 40k is on its 7th edition and they have nerfed that big time!
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Post by Raven on Jul 31, 2014 22:43:04 GMT
That was my idea. Leave sniper with two dice (two rounds) if he has moved. Leave him with five dice (four rounds + one for aiming) if he did not move. If he gets shot at, no saves, all hits go straight to wounds. Thus, if you want to pick off a team, you'll have to stay in one place. If you stay in one place, you'll be a sitting duck.
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Post by Raven on Jul 31, 2014 22:50:22 GMT
My english bad be. "That's what I meant." However I believe that Mike will balance the game out. He's the big brain behind the game anyways.
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Post by cubantrog on Aug 2, 2014 8:39:17 GMT
Just wanna say even though I got knocked out early I think that this was an awesome game. Thanks mike.
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