426

(17 replies, posted in Defiance)

http://www.kryomek.com/kryomek.asp


More xenos. One day I'll own some of these.

427

(7 replies, posted in Defiance)

A sober solid and convincing review. Very useful, and even as a fanboy I enjoyed reading an excellent analysis of the game.

428

(17 replies, posted in Defiance)

This is a bit subjective, but here goes: if you're expecting to be outnumbered, remember your spread-fire option, and don't neglect area-of-effect weapons. AoE weapons not only give you a chance to hit more than one target, they force more morale checks on your foe, which is going to be doubly advantageous if his troops' morale is inferior. I was musing over the Grymn when they first came out, and thought that a fragmenting round would be a great excuse to make the chain gun a combo weapon with a "cone" option. Cone weapons can cover a lot of ground, hitting multiple figures without the fear of botching ever-harder to-hit rolls, and forcing additional morale checks.


Just some thoughts.

429

(17 replies, posted in Defiance)

--- In mj12games@yahoogroups.com, MJXII Defiance <forum@m...> wrote:
>
> Hello everybody.  I am a long time lurker, first time poster.  I picked up a copy of DVG about 2 weeks ago and am impressed so far.  I am working on a list for my Grymn army and I have a few questions...

---I'll see what I can do to help.

> I am really impressed with all the possiblities in the army list construction.  It is incredible.  That said, I am little confused by the CDW weapons options.  I can see them as suicide troops wrapped in explosives (i.e. Void suicide bombers or WZ martyrs) or aliens with bioplasm attacks.  I am having trouble thinking of things that the Grymn would have...or most armies would have actually.  Any ideas would be great appreciated.  I want to make use of all the options I can.

---By  default a CDW is not a suicide weapon. They could be claymore mines strapped to power armour and detonated OUTWARDS (shaped charge) to deter close assault, they could be an "aura", or a cloud of toxic symbiotes that live on the  trooper. They are one shot unless extra is paid for the unlimited ammo option, and are not suicide weapons unless you make them so (which is cheaper).

>
> I am also wondering about peoples thoughts on the lack of a shooting skill relating to a trooper.  Most of my wargaming has invloved the models having a shooting skill that determines how well a model hits.  I am having a litte trouble getting around not having one (just too used to it I guess).  Due to this, I have been building the guns with this in mind.  I see the Grymn as good shots.  However, with the roll for damage and to hit combined, by making them "hit" better I am also making the gun more powerful.  Maybe I am looking at this all wrong and need to someone to hit me with a wrench or something.  People's thoughts on this mechanic would be appreciated.


--- I think Demian takes the view that if you get hit with an assault rifle, you get injured. Well actually, he probably considers the overall chance of injuring an opponent to be what matters, not how many dice you roll. Think about it this way: hitting in a more vulnerable spot makes the weapon more dangerous. Being more likely to hit makes the weapon more dangerous too. If you want something more specifically related to "skill" there is an option in the customiser called "EXTRA TRAINING".


> How well do small squads last on the battlefield before deciding to run?  I would like the Grymn to operate in small squads but the rules seem to favor larger units (just an impression I get from the rules).  I am wondering what peoples thoughts are on this.  I realize that I will learn a lot playing and I will probably change some things then, I was just thinking some input from those in the know might save me rehashing the whole list at some point.


----Small squads tend to break earlier, so need higher morale and better leaders. The minimum squad size for any given morale rating is the lower limit for the size of a squad fielded at game start, if I recall. Elites and Linked troops can act much like individuals or in 3-man fire teams, respectively, whatever the size of the squad.


--- Grymn are almost all standard infantry, so I'd purchase the "terrain mastery" army advantage to maximise their survival and represent them being small and hard to hit.


> These are the questions that I can remember, although I am sure I will have more. Any help and/or ideas would be appreciated. 
>
> Elton.
> --
> www.basementminis.com
> _________________________________________________________
> Message sent from mj12games.com/forum

430

(25 replies, posted in Game Design)

How bout an opposed roll? Attacker and defender roll, compare successes?



Anything but roll, hit, roll, wound, roll, armour? I can overlook it for Starmada but I really don't like it. It consumes time that could be spent racking up kills, strategizing, or drinking stuff with caffeine (and maybe some alcohol) in it...

And I know you guys hate using the same mechanic twice, but wouldn't ARES basic system work well for this, or is it too complicated?

Howabout FUDGE dice.........

431

(25 replies, posted in Game Design)

I might be able to submit some works for your perusal.

432

(25 replies, posted in Game Design)

Ooo! Ooo! Me too! With a campaign system. Anyone ever play Space Crusade?

433

(8 replies, posted in Discussion)

The position of the hands suggests he is channeling the Force to levitate a camera for what I believe to be a self-portrait; the lens-flare might be some sort of reaction from inert mitochlorians embedded in the silver nitrate of the camera's film.

434

(6 replies, posted in Starmada)

Jimbeau: Thanks!



ah HA! Can't call it a thankless job NOW, can you??

435

(3 replies, posted in Starmada)

Any ideas as to general themes or military doctrine?

I'd imagine the UEA have spinal mounts and other "don't mess with I" weapons to encourage quick compliance with demands to "stand down".

I kind of think the Anglos should have lots of fighters. The US and particularly the UK have produced some fighters and pilots of great renown over the course of history.

I *imagine* that small nations putting out amalgamated merc fleets would tend to use less capital-intensive AND perhaps less specialised ships both for economy and because they'd never know what to expect as far as support from their employer or other merc squadrons. Would they want to cripple ships and eliminate crews in order to maximise salvage? I think they would!

If the Israelis rely on playing the others off and keeping their own noses clean, would they use stealth technology? Would they use collections of ships from other national fleets? Would they use unique designs that nevertheless leave traces indistinguishable from other national fleets (ie similar weapons in disimilar hulls?)


Those are my thoughts for now.

I think it makes perfect sense that tunneling troops can be "spotted". Maybe less so that that "untunnels" them, although that is in effect what happened to "burrowing" bugs in Starcraft.

437

(5 replies, posted in Defiance)

I can't see why a sufficiently expensive (in terms of time and resources) machine wouldn't be given a self-preservation reflex, if only to prevent those embarrassing moments of indecision where conventional Matrix-intelligence frames just *stand there* and get shot to hell.

438

(7 replies, posted in Defiance)

I'm thinking some basic sprinters, fliers, or jumpers with suicide/poison CDW.

TO expand a little on Demian's point: A high reflex frame will get to hit first and be more capable in traversing certain terrain. A frame with multiple attacks will be able to trade some of them to close with its next victim after a successful kill, or attack several enemies in HTH at once, as well as being a better bet for scoring a kill each and every time it makes it into combat with an enemy frame.

439

(2 replies, posted in Defiance)

I'm certain I came across custom dice somewhere.....

I imagine it'd be possible to get whatever you want on a die, but potentially expensive. Hmmm. Decals...... maybe custom decals. Put them on a blank die. Might need sealing.

440

(7 replies, posted in Defiance)

The Army Customiser has several Genre Customisations to help get the right "feel" for certain strongly-themed armies, like Bugs and techno-fantasy barbarian types.

Even without that, it's easy enough to create a strongly close-combat oriented army, possibly less so to make it as effective or flexible as a more generalised army. However, if you make some sprint-capable individuals, give them a field save and a Terror (or any other Close Defence Weapon) template, and charge them at the enemy, they can certainly do some damage. Particularly if they are size 3 as it makes the chargees more likely to break. I imagine flying troops would be another good way to close the distance fast.

Although Defiance isn't specifically tailored to having ultra powerful close combat hero linebreakers, it can be done, and they can break a Regular squad in very short order. They might need better ranged support than they had in VOID, but that's simply a matter of increasing the power of the various ranged troops- the Koralon have those guys with staves and the mutated humans who spit spines, right? Increase their rate of fire or give them a bigger template weapon, and bingo!

441

(44 replies, posted in Defiance)

Demian's da man.

http://www.heresyminiatures.com/news.htm

The hell-lice or whatever might make good Phase Spiders smile

443

(8 replies, posted in News)

YAY FOR DEFIANCE! Oh, uh, and IS too  :wink:

444

(9 replies, posted in Defiance)

@Demian: Glad you like the conversions, and I'll swap you a FROG BAP for a full version of the eventual print run of Defiance. It only has two of its FROG pods though, due to a cruel twist of fate.

445

(79 replies, posted in Defiance)

Well, to get the "free" frame you must take it with the mandatory primary weapon. Less cheese there than the infinite number of ammo 1 frames in one combo idea. And the additional weapons from combos don't get the targetting options of sidearms and support weapons, limiting the squad's flexibility.

The points cost of giving every trooper the "perfect combo" will probably outweigh the flexibility advantage IMHO. To beat it, take a few large squads of grunts with a plain old rifle with good range and a reasonable kill number, if you get an extra trooper for every four combo rifles that's a squad of 10 vs a squad of 8.... say, three squads of ten vs three squads of eight, all with the same PRIMARY weapon...

446

(3 replies, posted in Discussion)

Sometime's a man's gotta ignore "the book" to do what's right, darnit.




There's no "hyperbole salute" smiley.



Damn.

447

(30 replies, posted in Miniatures)

"These are ugly PERIOD" just means you've made an impression. They'll argue, people will notice the controversy and check 'em out, get seduced, and buy.

But with the first comment on Defiance being essentially "I don't think it can be THAT statistically balanced; I choose to disregard both my own inexperience with statistics and the fact that I can try it and see for zero cash outlay, and instead say: SIF N00B! OLOLOL!"

Maybe, considering how the overall level of debate seems to be, you need to reply to the accusation of ugliness with:

"sif! IS modelz R teh 1337! tey 0\/\/nZ0r joo @ss !!1!!!11!"

448

(79 replies, posted in Defiance)

Ah ha ha ha! I sort of almost broke a bit of the USS! Do I get a cookie?

449

(9 replies, posted in Defiance)

Okay, for comment, I post my slightly non-canon conversion to Defiance of Demian's slightly non-canon conversion to Starslayer of the INFRANITE weapons. I'd like someone to check my sums here.

TEMPEST LRE: profile 32, no changes, 22PV:

Ai | FR1 | -/25/40/55/60

TEMPEST ASSAULT ROUND: profile 7, no changes, 8PV

Ai | FR1 | 10/15/20/25/-

ROCKET POD "RiP": profile 32, Vehicle piercing, IR 1, ammo 4, 41PV

Ai | FR1V | -/25/40/55/60



SSRP: as the RiP above, but 1 ammo, 15PV

RQP: profile 32, Vehicle target, IR2, armor piercing, ammo 4, 43PV

AV | FR1A | -/25/40/55/60

WHIRLWIND CHAIN CANNON:Tandem Combo Weapon, otherwise identical to:

TORNADO CHAIN CANNON: Parallel combo weapon

FLECHETTE ROUND: Profile 17 at FR3, 48PV

Ai | FR3 | 10/20/30/40/-

HE ROUND Profile 38 with the AOE below; 48PV

Ai | FR1 25/35/45/55/60 AOE 4"/9+

HEAP ROUND Profile 32 (why the hell not), Armour piercing, IR 1, 48PV

Ai | FR1A | -/25/40/55/60

FROG POD Profile 53 with 4"/9+ AOE; 62PV

Ai | FR1| -/60/-/-/- | IF

Typhoon GL Profile 9 with a 3"/ 9+A AOE; 7PV

Ai | FR1 | -/-/5/15/25 | IF

Finally, to emulate the havoc and dismay wrought by the well, overwrought 4 FROG pods on a BAP, Behold the FROG RACK:

As for the FROG pod, but with a 4"/5+ AOE and IR of 1; 131PV :shock:

450

(79 replies, posted in Defiance)

So I could make a suppression capable gun, then add an AV weapon of just barely lower cost, then add a long range template weapon that caused Terror......

It sounds broken, but you still can't exceed the maximum value for a SI or PI  or Vee weapon frame, and you still have a choice between firing ONE inherently useful weapon OR another, and you still have to choose this combo instead of creating a frame with higher FR or IR or with Vehicle, Armour, or Field peircing ability.

Is it legal however to place a single-use weapon in a combo? I suppose it is on the face of it.

It might be possible to make a kata gun! A preset series of specialised rounds designed holistically to maximise effect on average, but limited in flexibility.