26

(5 replies, posted in Defiance)

If I can suggest something, it would be that Defiance ONLY considers the skirmish itself when assessing morale and so on.

While teleporting out is a strategic advantage, it still leaves the other guy at an advantage for a few minutes or hours at the original skirmish site.

Vobians who leave the table aren't dead, they're not even cowards. They've just withdrawn because it seemed prudent.

Defiance abstracts broken troops out of the fight if they don't rally. Just set up individual and unit morale to provide the appropriate actions for troopers who are requesting a teleported evac.

SO, teleported escapes would be the racial / cultural / species Unit Morale Failure. On a morale fail the unit would do whatever they need to to prep for teleport-out. If they don't rally in the next resolution they have teleported out. So, if prep allows them to take cover, use Regroup, if it requires them to stand still use Communications Breakdown. If individuals are likely to take cover when threatened, use Cower, if they are confident of getting teleported out by their superiors then use Cool Head.

This is part of your answer. It works fine for teleporting troops out if the going gets tough, but if you want to be able to teleport them back in at will, I'd say... well, forget it, or just use it for scenarios and don't try to directly cost it. Facing an army where troops could teleport out and then back in I'd want 2-1 odds in my favour.

Now, using teleportation as your means of moving instead of walk, sprint, jump or fly, might be reasonably reflected by Phase Walking which is rumoured to have been costed but hasn't been published. I can't help with that! Getting to teleport a single squad into position per game might be a more expensive and versatile version of Reserves, ie., it's a Strategic Advantage. Using teleport to set-up attacks or defence is a strategic level ability and could be reflected by scenario choice (eg., it's Advance to Contact but  we're teleporting troops to the front line).

27

(21 replies, posted in Defiance)

Holy cow, nice work!

I can't sit down and digest this for about a month, but I will get to it. Impressive. Very impressive.

28

(2 replies, posted in Defiance)

I can attest to these being gorgeous.

29

(75 replies, posted in Miniatures)

You have to email him to get prices. You could ask then wink

30

(15 replies, posted in Defiance)

Two-part combo phasing bracing expansive weapons with one 60" and one 30" flat range brackets, IIRC.

31

(75 replies, posted in Miniatures)

Ravenstar studios appear to be manufacturing 28mm scale original mecha. I can't post links right now, but have a look at ravenstarstudios.blogspot.com if you're interested.

32

(15 replies, posted in Defiance)

You don't have to let your opponent know what Augmentations you're using, but he is entitled to check out your weapons, etc., so he'd know - if he thought of it - whether that weapon was going to rain death. IMO you should continue to try hard to abuse the rules. Defiance has a lot of scope for entertaining weapons.

33

(5 replies, posted in Defiance)

Oh, to be used as the army commander and be able to assign his command anywhere, a commander must be bought as part of a standard squad. I believe he can move and act independently of that squad once in-game. I don't especially see why a lone hero Jedi couldn't be  a standard unit though, so if you've done that my point is moot.

34

(5 replies, posted in Defiance)

I think..... think that you can have "0" as the minimum quantity of a frame in a mixed-frames squad, but I'm not at all sure. All the official lists have a minimum quantity "1" of the frames in mixed-frame squads, but the squad design rules don't mention it.

Still, you can have 15 standard squads. I would always have APCs as a standard squad - yes, minimum unit size is 2. It's not hard even assuming you can't have "0-2" or "0-6" to still have a selection of vehicle squads that cover what you see as the most versatile and common deployments.

35

(15 replies, posted in Defiance)

Yeah an APC could get plinked to death but that would require quite a few 10s using 5+ hits. Big AOEs with 5+ are going to be 50 points or more each. To get ten goes at a kill on 10+ requires 500 points or more. Not very economical. PDS to counter such plinking is only 5 points per damage capacity, or say 15-25 points. An infantry artillery jammer is only 25 points per squad. In any case a decent IF weapon costs way more than the counter-measures.

I suggest trying the game at 2500 points. The "competitive battles" rules suggest 2000-4000 points and no less than 1000, but at 1000 it's possible to get royally screwed by a single volley or weird weapons miss-match.

I would absolutely have APCs as a must-have for an army with lots of light infantry.

My opinion is that the game punishes you very harshly if you don't work to cover your weaknesses and exploit your advantages. If you're heavily biased toward SI you need to grab anything that will reduce your casualties from artillery.

36

(3 replies, posted in Defiance)

Well Fast Attack lets you get your mid-close range guys roughly 1 turn's movement further in, so would be good if they were all mid-close range types.

Yeah, Steave's squad was lethal, and he didn't even use the rule to full advantage. Full advantage would have been move-fire-move into cover. With his punishing selection of frankly pretty awesome specialised weapons he could pretty much stitch up both flanks indefinitely with the mere threat of Reserves.

However, Defiance rolls like that. Like the time I lost a whole squad to a Thug war-bike with a flamer? Or that time I landed a K-Pulse missile in the middle of your squad of SI and turned them all to raspberry jam? Heh heh heh heh.

Now if he'd just keep his army list static for two or more games in a row so I could tell what was working, what was deadly, and what was pure fluke. He's a builder junkie and Defiance is high-grade heroin.

37

(5 replies, posted in Defiance)

1. I don't see why not.
2. I assume so and make frequent use of this when writing up armies.
3. I think that's the idea of commanders, yeah.
4. Again, I do that. I hope it's legal.
5. Oh wait, you've mixed troops with vehicles. You can't do that as they have different morale. You can mix and match anything with the same morale in a unit but you can't mix morale.

You didn't actually ask this, but you might consider Jedi as Elites rather than individual heroes. Then you can field and activate them as a squad but they each get to choose their actions and targets individually.

38

(15 replies, posted in Defiance)

I think the quickest solution is to play without IF in a match-up with your themed armies. I'd be perfectly happy to, and I think this was how our last fight on the city table worked out?

I can't really say if I think IF is outright overpowered in a straight-out competitive fight where the armies are EITHER less tightly bound OR keep to a semi-modern or realist theme.

I have a few suggestions, though, either tactics or tricks:

Artillery jammers cause extra scatter, and vehicles can carry Point Defence weapons. After Blast can enhance your laser rifles etc. to aid in shredding IF lobbing squads, whilst maintaining some degree of thematic purity. PD works against IF and DF AOE.

Of course, heavier armour has to help.

Be fanatical about spreading your troops out (this can be a real problem if you have lots of cheap troops).

A cheap APC renders the squad within totally immune to to AOE, and gives you more room to spread your other troops out.

Consider the "Reserves" advantage, it can get you places and keeps a squad out of the maelstrom.

Consider weapons and troops for the role of highly maneuverable, independent sniper, for eliminating high-value targets and, being just one figure, big AOE templates are totally wasted on them. Phase weaponry lets you ignore terrain depth and blocking terrain that might otherwise shelter IF lobbing troops. Elite squads can act like 10 independent snipers and they ignore unit perimeter so they can spread out regardless of other squads.

39

(15 replies, posted in Defiance)

I think the high point is for floors, roofs, overhangs, rather than leaves.

There's no +2 for stationary if you IF.

There's always a BIT of scatter when you IF.

But yes, IF rocks and is terrifying. You didn't face Steave's Artillery Combi Weapon of Doom, either!

40

(3 replies, posted in Defiance)

When tactical advantage: reserves enter play, do they simply set up within deployment range of a table edge and declare whatever orders they want, or do they "manouvre orders" on from the table edge?

Reserves, applied to a brutal mid-to-short range squad, is a license to commit murder  :shock:

41

(15 replies, posted in Defiance)

Well, one test run showed the D5-1 scatter to be pretty much comparable to my own moderately accurate guesswork. Houserule success!

I played on the woodland table rather than the cityscape, so terrain rules were not a problem.

Well, we saw Zombies vs Lego Clone Troopers, Terran Force 2D paper vs Legions of Steel UNE troopers, and Space Marine miniatures representing Steave's High Tech Troopers vs UNE troopers.

The Clone Troopers beat the zombies (including the Redneck Zombies in their Undead Pickup), the UNE Powered Infantry toweled-up the Terran Forces, and the High Tech Troopers beat the UNE PI in a totally epic battle that swung back and forth several times before settling on a decisive victory for the HTT.

There might be more to report if our attempts to photodocument the battles bears fruit.

43

(15 replies, posted in Defiance)

Well, everything in Defiance works on probability of scoring a kill, given whatever underlying assumptions Demian was working with. So in that respect, half the chance to kill is half the chance to kill. Now all we need to do is hack the entire system and voila! Warzone!

I've always assumed a template of the listed size, centered on the firer. There are a few areas where Defiance isn't perfectly clear on this OR I have misread it. I've always followed the convention that ranges are measured from the figure's head, which usually is about the center of the base, figure's head facing determines figure facing, more or less. That means variable figure scales and basing aren't messing with ranges. For 25-30 mm scale, 1cm isn't going to make much difference either way.

OTOH I can recall measuring come weapons from the edge of the firer's base, but with a CDW that's going to take time and have strange results, like wide, flat vehicles being deadlier when deploying CDW's than narrow, upright vehicles.

So a template triggers an individual moral test. For the sake of clarity, I have the following questions, along with my assumption.

Does a Stun template trigger an individual morale test? I assume Yes. What about Terror?

Can a figure be "tagged" and test for individual morale by a "Stun" or "Terror" weapon of a non-AOE variety? Again, I assume yes. EDIT: for Terror, definitely No, page 38 of the rulebook.

Do cone weapons trigger an individual morale test? Yes?

Does a Smoke grenade trigger an individual morale test? What about a Smoke CDW? I assume no.

I have always assumed that a Terror template CDW would cause two individual morale tests: one for the template, and one if the "terror" attack is successful. However it occurs to me this might be a misreading of the intent of the "Terror" effect, and greatly increases the chances of eliminating figures with repeated morale failures.

46

(15 replies, posted in Defiance)

So what I'm thinking of going with is this: place a marker for your IF impact point, then roll D5-1 scatter. That means a 1/5 chance of a perfect hit, then scatter of 1,2,3 or 4 inches, with an average scatter of 2 inches, which comes into the equation here:

One way of treating a miss would be to scatter D5-1 then D5, but there's a reasonable chance the second scatter will make the first less severe. So, we make the "miss" scatter D5+2 and D10+2 respectively. Maybe +1 would suffice?  That would make a minimum scatter of 2 inches.

47

(15 replies, posted in Defiance)

Indirect Fire can be slow and annoying. Some people, given time, can memorise every range from every edge and painstakingly calculate an exact impact point. Other people, for example, people hosting, or with children, or just intolerant of boredom, can't.

House Rule: Choose your P.O.I and scatter D3 inches. Then scatter as normal from there.

Mecha need more guns. Everyone knows mecha need more guns. If the tanks don't like it they can go cry. Go cry, emo tank. EDIT: Anime Mecha don't need more guns.

House rule: Mecha get three weapons slots. I wouldn't balk at four, if anyone felt the need. I'm also quite happy for APCs to get 3. This is basically just so I have less hassles with conversions and di.....thering about with combi-weapons.

Finally, I think the reactive evasion and firebase rules from the Ultra Realistic rules might be quite fun. Oh, and Trenches. Some Trench terrain would be cool.

=========================

Here's a lot of junk on Cover:

Personally I think cover doesn't quite work how I want it to. I don't have a Law to Lay Down yet, but I was considering the following:

House Rule: If there's something pretty obviously blocking Line of Sight between a figure and the POI, the figure is immune to the blast. This would mean any impassible terrain, terrain that completely hides the figure from the blast, and things like concrete floors overhead. Maybe this would only apply to IF??

I have some fairly nice terrain pieces (tabletop quality, but nice) and just defining the whole thing as "impassible" seems dull.

House Rule: Not sure. Any ideas? Defining cover on-the-fly on a "makes sense" basis for larger or more elaborate pieces? Working up a better way of dealing with multi-level and multi-storey terrain, especially WRT IF?

Also, the city layout has lots of corners and walls. It looks great but it doesn't play out as all it could be. I think rules for corner cover are what's lacking - either that or open interiors. This invites the use of the "Ultra Realistic" corner displacement rule, maybe?

48

(1 replies, posted in Defiance)

The first couple of times we played, covering fire bogged the game down. On re-reading, it strikes me as important to follow the move-fire rules carefully: a figure gets to move and fire, then the next figure in that unit gets to move and fire.


If you shortcut this and use mass movement, just out of habit, covering fire gets very powerful and kinda boring. If you focus on move-fire a figure at a time, while covering fire is always triggered for an entire covering unit at once, then the covering player has to choose his moment; trading certainty for the opportunity to target more troopers at better range. So if a unit is covering, and an enemy unit begins fire orders with attack pattern move-fire from out of cover, then the covering player has to choose how many licks he's willing to take for a better shot at more of the move-fire unit.

49

(31 replies, posted in Defiance)

*ears prick*
*nose lifts*

50

(3 replies, posted in Defiance)

Oh, my. Please post some notes when you're done!