I am strongly considering writing up a list for Hasslefree's Grymn.
http://www.jenova.dk/hassle/grymn.htm

-Demian

252

(3 replies, posted in Game Design)

From a mathematical standpoint, Defiance, Starmada and ARES (I haven't looked closely at the point systems of MJ12's other games) all base their relative costs on the statistics of the dice in question.  In other words, linear effects are calculated as linear effects and bell curve effects are calculated as bell curve effects.  From a strict game play point of view, each also follows the general rule that offense and defense are related by the square of their summed squares.

Note that, in the case of Defiance, this in no way means that everything in the rules is mathematically definable outside of a particular context.  For example, HTH combat's worth is intimately ties to the assumptions of the genre and the relative ability to get troops to close with the enemy.  But within a certain paradigm, each particualr HTH stat is *relatively* defianble versus others in the same context.

-Demian

253

(1 replies, posted in Miniatures)

Hey Folks,

Perusing TMP, I came across a mention that the Cold Navy folks were thinking of designing skirmish scale ground vehicles and infantry.  Anyone know if they're looking for a game system to use, similar to how they used Starmada (and SFOS) for their spaceships.

-Demian

254

(5 replies, posted in Defiance)

Oops, missed the part about Firefox.  I've asked Josh about a low-ink version of the rules.  In the meantime, pm me and I'll see what we can do for you.

I fully intend to make any computerized version of the Customizer available as a free download, so that should help reduce page flipping immensely.

-Demian

255

(5 replies, posted in Defiance)

PDF: would it be possible to produce a version which sacrifices Defiance's excellent aesthetic to produce a much more compact and less ink-devouring version for home printing? Perhaps even just for the troop builder and/or main rules?

Hmm, I'm not sure how much/little work this would be for Josh.  It is a valid concern for those without good printers.  I'll ask him.

Layout: The Basic Weapons Cost chart begins 22 pages away from where the Weapon Design section begins, and 20 pages away from the ammunition multipliers.

The reason that the tables are all collected in one section is to make browsing through the rules themselves fairly straightforward.  One trick I accidentally found is that you can type over the pdf page number and it will go straight there.  The problem of contsnatly needing to flip back and forth is really only solvable by a computerized version of the Customizer, which is being worked on, but I'm not sure how soon it will be ready for testing.

-Demian

256

(6 replies, posted in Defiance)

So I have been wanting to play Defiance a bit more but I want to make my own army. Has anyone developed a army generator for the new rules?

If you mean a computerized version, someone's working hard on it right now.  If you mean a hard copy, then the Defiance rulebook and a calculator are all you need.

-Demian

257

(4 replies, posted in Defiance)

I am thinking of using 1/72 scale moder or WWII minis to play with, and was wondering what scale to use, the 25-28mm scale or 15mm and under, both are in the book and was wondering which would work best, and any thoughts people had on using them...

I would say it depends primarily on the size of the figure base.  If it's closer to 25mm, I'd use the 25mm scale rules, if it's closer to 15mm, I'd use that scale.

-Demian

258

(13 replies, posted in Defiance)

a squig catapult. Do you know what i am talking about and if so could this weapon be created in the D-rules

I know of the Squig Catapult, having had an army of 2nd ed. Orks in the distant past.  If I'm remembering correctly, it was an indirect fire weapon that fired an AOE of squigs that then moved randomly around.

The best approximation for this would probably be an inaccurate poison effect airstrike.  This might be a bit powerful for what you want, however, and a bit expensive.  Another option would be to build the catapult as a size three infantry figure, which could then "throw" poision grenades up to 24".  I am also open to some augmentation strategies (e.g. wreckage's suggestion that certain troops get a "jump once" ability), but would want these to be carefully thought out and playtested.

-Demian

259

(23 replies, posted in Discussion)

What are you guys talking about? e23?

Clueless,
Demian

260

(13 replies, posted in Defiance)

Hey Wes,

Glad to hear from a 15mm sci-fi afficianado!  I personally think that 15mm affords the best compromise between paintability and playability, but the market is so dominated by 28mm games that Defiance made it the "default", though we made sure that conversion to 15mm was both easy and allowed for a bit more of a realistic figure to ground scale.

As for your army conversion ideas, as tnjrp suggests, I would make Orks (as they are described in the 40K gameworld) tech level 3.  This is because, despite a low-tech look, they still have alot of unique and powerful weapons and effects, as well as powerful body armor.  It is a bit tough with techno-fantasy armies, however, since they often have basic weapons that seem worse than an early 20th century bolt-action rifle.  This is one reason for the "techno-fantasy genre" rules in the rulebook; to try and better capture the "WWI tactics in a high-tech universe" feel.

For some ideas, here's a link to some generic lists that can be found on the official Defiance web page: 

http://mj12games.com/defiance/armydemos.pdf

261

(44 replies, posted in Defiance)

Yup, we heard about that one: like you say, it should be 3", not 2". 

All in all, players have only found three typos, so not too bad.   :wink:

In a week or two, we'll probably post an errata.