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successorlord

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Posts posted by successorlord

  1. Is anything being done about the 10 always hits rule?

     

    It also got a stern talking to... but then it just started mouthing off about being a core mechanic of the RAGE system.

     

    What was the nature of your problem with it?

     

    Somewhere there is a remenant of a memory that the auto 10 rule was only effect within the first few range bands. It might have been back in 1.5 beta.

     

    My playing group has always used some version of "No Auto-10" and we find the game much more enjoyable because of it. A minimum of a 10% chance of a damaging hit regardless of the relative weapon/armor involved is just not realistic. Initially we had just said that if you couldn't reach a targets effective DV with your roll + bonuses it was an impossible shot. Recently (thanks to Chrome) we have been experimenting with a natural 10 allowing a re-roll added together with the original for the final to hit number.

     

    Yes, the Auto-10 rule does go away beyond the Long (3rd) range bracket, but that still leaves 90% of the table in play for 90% of the weapons.

  2. I am looking for a medieval mass-combat rules that are not a GW product or a clone. I am not talking about Warlord, but something with full units of infantry, cavalry, etc... Any suggestions? Preferably products still in print... Anyone know if Reaper has any plans in this direction?

     

    I have heard of one or two but don't have access to a hard copy for review. Has anyone read/played:

     

    "Skull Cleaver" from Computer Strategies Pty Ltd

    "Fantasy Rules 2nd Edition" by Chipco

  3. For units with two IA weapons, such as the Outlaw and Thunderbird;

     

    If Adjustable Munitions is purchased, does it have to be taken for each weapon? If so, does that mean the cost is doubled? I.e. an Outlaw must spend 100 points for AM as opposed to a flat 50?

     

    If it is taken separately for each system, does the option exist to only take it for one of the two systems?

     

    I'm pretty sure this covers it:

     

    CAV 2 Rulebook pg 114

    "An Upgrade that effects a weapon must be purchased for each one of the same type Weapon System."

  4. Thank you Chrome and Pat,

     

    I understand your desire for personal privacy but quick, general updates like this keep everything in perspective and squelch conspiracy theories nicely.

     

    I look forward to the final RC08 and Cards, but it's hardly world shaking.

  5. Even though I don't normally play with Terrans, now that a six stand rifle section only costs about 300 points, adding another sixty for FiST isn't much of a stretch. Give 'em orbital drop training for added fun. :devil: Alternatively you could go with a recon or specialist section with FiST models, of which some are hard. If you're looking for disposable heroes for a first turn strike and not much else, a recon section of six Nomad's would cost you 702 points, plus the 250 points worth of strikes you'd have to pay for. The MT Ryoshi would work, though they're more expensive. They'd make a good counter to an infantry rush though with the combo of their shredder DFMs, FA-45, and Avenger/3, same with the Sabre, though Assault might be overkill. The Stilletto is quite cheap and would make for a good CAV harasser after the strikes are gone, and are actually fairly survivable if they aren't subjected to intense focus and make good use of cover. The faction specific Ashigaru and Talon would most likely be overkill as far as unit SA's if all you want to do is call in strikes. Not to mention one of them would be 1/10th of your total points. (I'm assuming this is for the tournament)

     

    All good points, though I would point out that the Ashigaru, Talon, and Ryoshi also serve a dual role as an ECM unit. This both justifies their cost and makes it occasionally difficult to 'spare' an action to call in a FiST strike. I like the Talon in my FS section. It has an IA tube to lend in, can ECM, EST, and/or FiST and usually isn't overly worried about moving.

  6. Playing Terrans you always need lots of FiSTers. Your opponent will quickly figure out they're relatively easy to kill and doing so will deprive you of your Doctrine. The problem is that to benefit from them you have to expose the FiSTer and that usually drastically shortens their lifespan. The clarification that you can FiST at any point along your move, helps though.

  7. Mattyfoe loves hunting my recon/jamming units. I tend to favor the Ashigaru (Terran) and the Ryoshi (Open Mkt) as they have a higher DV. The Puma is my softest, regularly fielded jammer an it reliably suffers for it. The best advice I can give you is to keep a tight screen in front of your jammer to limit his lines of fire, and as far as IA, it's a tough one to counter. The jammer itself is your best cover, but if your opponent is that effective get some shots on his IA.

  8. I was looking at the Doctrines and a couple more questions came up:

     

    1) The Terran doctrines give you +10% points to purchase varied strikes, but the 20% limit for total strikes hold. Are the free points calculated in when determing the 20% limit or is that off the origional game value (ex. In a 4,000 point game do Terrans have an 800 pt strike ceiling or an 880 point strike ceiling)?

     

    2) The Malvernis doctrine for the HoK attack is a "...variation of the Salvo Strike...". Does the Malv player get to choose which weapons to include/omit from this attack or must he fire all weapons? Can the Malv player fire more weapons than he has DTs left to 'pay' for (ex. if he is on his last DT can he fire 4 weapon)? How are range modifiers calculated? Is it handled like a stanard Salvo Strike where every weapon uses the worst range?

     

    1) Yes, the 10% free counts toward the 20% limit. basically what this means is in a 4000 point game a Terran Army is actually getting 4400 points to spend.

    Page Ref?

     

    How about the fifth post in this very thread. Go ahead scroll up I'll wait.

     

    ...

     

    Most of your questions have already be answered by Chrome.

    I saw that but that's not what's said in the rules. Specifically nothing is said to the question in the rules and I hoped to see an official clarification. I read the same text and get the exact opposite read. I am often interpreting things differently then the designers intended, admittedly, but at least my questions get the loopholes closed.

  9. I was looking at the Doctrines and a couple more questions came up:

     

    1) The Terran doctrines give you +10% points to purchase varied strikes, but the 20% limit for total strikes hold. Are the free points calculated in when determing the 20% limit or is that off the origional game value (ex. In a 4,000 point game do Terrans have an 800 pt strike ceiling or an 880 point strike ceiling)?

     

    2) The Malvernis doctrine for the HoK attack is a "...variation of the Salvo Strike...". Does the Malv player get to choose which weapons to include/omit from this attack or must he fire all weapons? Can the Malv player fire more weapons than he has DTs left to 'pay' for (ex. if he is on his last DT can he fire 4 weapon)? How are range modifiers calculated? Is it handled like a stanard Salvo Strike where every weapon uses the worst range?

     

    1) Yes, the 10% free counts toward the 20% limit. basically what this means is in a 4000 point game a Terran Army is actually getting 4400 points to spend.

    Page Ref?

  10. I was looking at the Doctrines and a couple more questions came up:

     

    1) The Terran doctrines give you +10% points to purchase varied strikes, but the 20% limit for total strikes hold. Are the free points calculated in when determing the 20% limit or is that off the origional game value (ex. In a 4,000 point game do Terrans have an 800 pt strike ceiling or an 880 point strike ceiling)?

     

    2) The Malvernis doctrine for the HoK attack is a "...variation of the Salvo Strike...". Does the Malv player get to choose which weapons to include/omit from this attack or must he fire all weapons? Can the Malv player fire more weapons than he has DTs left to 'pay' for (ex. if he is on his last DT can he fire 4 weapon)? How are range modifiers calculated? Is it handled like a stanard Salvo Strike where every weapon uses the worst range?

  11. QUOTE

    4) Flamer - It is not exempted anywhere that I can find, so then Flamers are effected normally by Jamming/ECM bubbles? What happens if only part of a Flamer's AoE is under the effect of a Jamming/ECM Action?

     

    As it is currently written, yes, Flamer's gain a bonus from Target Lock and EST Bubbles. You can only TL individual Models now though, so the bonus would only be applied against that specific target.

     

    This was not my intention though, I'd planned on changing Flamer so that TL did not effect it, it simply slipped my mind with all of the other things swimming around in my head.

     

    I'm still curious about Flamers and ECM pods. Flamers are effected, normally, by ECM pods? Is the entire Flamer template effected when any part of it contacts an ECM bubble?

     

    Other questions I had come up:

     

    1) There had been some talk in another thread about Target Point Rolls and the common usage that they did not have to be on a model. Having gone through the rules text it's pretty vague either way. Will this be clarified?

     

    2) Models in B2B lend their support for Close Combat. Do models riding in a transport count if their transport is in B2B? Does it only count if it is a ground transport, not an Air transport? If the transport has the Gunport SA do they get to lend support?

     

    3)

    MClass Air models may never be considered in B2B with another Model unless a special rule or situtation states otherwise.
    Does this mean Jump Infantry cannot conduct Close Combat and/or be counted for support? Alternately, could Jump Infantry then CC a gunship? ::o:
  12. I don't think there is one. That thing is huge! Here's a pic of it tho. http://www.mil-net.net/commstation/forum_p...6&KW=condor

     

    Reaper's proxy rules are pretty flexible, I'd just look around your local toy store and see if there's some toy planes or something that catches your eye.

    Thanks.

     

    I was aware of the pic over at Mil-Net, but after seeing your comment on the Ritt Eagle I hoped there was an easy sub for the Condor as well. I also didn't see any size info/scale references on those pics, about how big should a Condor be, or is there no way to tell?

  13. I can already tell that those two are going to cause huge issues, they need to be clearer. But if you follow the rules for buying /X type Upgrades, you have to buy the lowest upgrade first, then pay for each additional level. So you have to pay 40 points to buy EST/2, then another 20 points to get EST/3, for 60 points total.

     

    There is not EST/1 b/c you can't physically get the center points of 2 models w/in 1" of each other.

     

    Maybe a simple example would be the best way to explain it?

    It makes perfect sense, I was just veryifying that it was intentional and not a missed typo. I actually like the idea of the big initial buy-in with a lower improvment cost, but it was unpresidented (as far as I could tell) within the Upgrades so I wanted to double check it. Will any of the existing upgrades be modified to this new cost paradigm?

  14. I suppose the argument could be that if you wanted to play a game with just four mecha, go play CBT. But I wouldn't want to encourage anyone to play it. It's a great game for what it is, but I'll never go back.

    I am a CBT player and don't feel any shame, but the major draw for CAV was the relative parity of all the different Unit types which other games (not only CBT) specifically take the other way. That still exists in smaller games, so CAV still has an appeal.

     

    My problem is that I started playing CAV at 4,000 - 5,000 points so that was my baseline. Now I'm trying to adapt to smaller games. Honestly, I can see a lot of appeal in games of 2,500 - 4,000, but I'm used to having the problem of running out of figures to field my force, not how to cram it down to a lower point level. It's just a different mindset I'm currently adapting to.

  15. This does beg the question, though...

     

    If you are in CC with an infantry stand directly to your front, on the next turn you make your EXP check and move out. If you move directly through the Infantry do they now get a free attack? It seems to me that since you have just made a check to leave CC then they wouldn't in this case, but I'd like to hear the official answer.

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