26

(5 replies, posted in Wardogs)

And this applies to all decimals, for instance Point Values (unless specifically noted as rounding down), correct?

27

(5 replies, posted in Wardogs)

I took it to mean that all decimal values (i.e. "uneven" numbers) round up - but this is applicable to all math, not just EM's, so it changes a few bits here and there.

I think Thermal Dampers are the only item specifically listed as rounding down (for the Thermal Sig reduction), so that would be the only exception.

28

(1 replies, posted in Wardogs)

Looking over the AI Mod, it seems the only limiting effect is the "best pilot in the army" ... but there is no scaling for the benefit being +1 to +3 etc.  I can see the EM cost being the same regardless (same equipment), but shouldn't the Offensive Rating mod differ according to benefit?  Should the Stability mod for piloting be added to the Defensive Rating?

Hmm ... on the other hand, there is no difference in final Point Value for different types of "real" pilots either, so I guess this is the same?

29

(5 replies, posted in Wardogs)

I just realized that I had overlooked some rounding issues, so I took a look through the lists and had a couple of questions.

For the Aerial mod's, Full and Jet-assisted are not described as "rounding up" either the EM cost or the MP value, but Partial Flight is described as rounding up both values.  Correct?

For weapon mod's, the example given for the Hand Carried weapon clearly shows that the HP value is rounded up (but this isn't listed in the HP cost with the modifier, which is why I overlooked it, so it might be a good idea to add it there).  The only other Weapon Mod I can find that suggests that the HP cost be rounded up is the Ballistic Reload, but the example is a bit unclear, since the math would round up anyway (7.8 to 8).  Does Ballistic Reload also round up?

Also, just to double-check, the Stealth Mod uses regular rounding? Just checking, as other mod's seem to use round up pretty universally.

Cheers,

Christopher

30

(8 replies, posted in Wardogs)

Yes, I think most of it could be solved with common sense, or agreement between players, but a few bits are particularly unclear.  For instance, in my spreadsheet I assumed that Extra Clips were treated as Equipment because they were bought with EM's and are listed in that section, but in Paul's spreadsheet they are part of the weapon building process and are wrapped up in the weapon.  I could easily see both points of view.  Likewise, is Stealth a "system" similar to electronic countermeasures (which can be hit), or is it something interlaced into the armor and structure (which can't be hit)?  Again, I could see both points of view.  A system that is immune to penetration crit's is much more valuable than one that is not, so this is an important baseline distinction to make, I think.

If we say that everything that is NOT individually listed on the crit chart or part of the armor (which is eroded in its own way) is "other equipment" that implies that they can all be crit'ed.  On the other hand, things like Turrets have a slot on the Vehicles crit chart but not the mecha crit chart.

Okay, here goes nothing.  I'll make a list of the Equipment that I think are NOT susceptible to Penetration Crit's.  Pipe up if you think I got something wrong!

Armor
Ceramic-composite Armor
Crystal Reinforce Alloy
Organic Armor
Superior Alloy
Question: do special abilities disappear when the last AP is lost?

Full Movement Systems
Aerial Mod - Full Flight
Anti-gravity Mod
Aquatic Mod
Hovercraft Mod
Hydrofoil Mod
Submersible Mod

Hmm ... okay, maybe it was simpler than I thought!

About the Extra Magazine, it's listed under Weapon Mod's, so I guess they can't be crit'ed.

31

(8 replies, posted in Wardogs)

There are some pieces that are obviously able to be damaged and destroyed by Penetrating Hits (Gyros, Dampers, Sensors), and some that assumedly can't be (arms, legs, armor mod's).  Some, however, are in a bit of a gray zone.  Some examples: Is a Stealth System able to be damaged, or is it treated like and armor mod?  Are extra ammo clips for hand-carried weapons treated as equipment, or part of the gun itself?

Overall, I think it would be great to expand Table 13 (master list of equipment) to include a simple indicator of whether a particular piece of equipment is subject to damage by penetrating hits.

Cheers,

Christopher

32

(4 replies, posted in Wardogs)

Thanks for the clarifications.  Might I suggest that a short explanatory paragraph be added to future editions?

33

(4 replies, posted in Wardogs)

A few quick questions about the use of melee weapons:

1. Can a mech with arm-mounted weapons use them in the Fire phase and still punch, or use a melee weapon?

2. Can a mech with a hand-carried weapon also mount a melee weapon? I suppose one or both could be considered "holstered" when not in use.

3. If yes to #2, can a mech with a hand-carried weapon use it in the Fire phase and still punch, or use a melee weapon?

4. This seems unlikely, but does melee weapon damage benefit from the same size modifier (+1 per 2 size levels bigger) as punches?

Cheers,

Christopher

34

(48 replies, posted in Wardogs)

That's an excellent idea!  I still have my double-set of the old stand-ups, and I'm sure this would sell just as well as the "paper rpg" sort of downloadable figures.

35

(48 replies, posted in Wardogs)

"How about lumping some weapons together, like the small lasers and machine guns, and multiple lasers into one with higher ROF? "

Yes, that's a good way to streamline things, especially with systems like BTech where the actual choice of weapon types is small and you end up with 2x this and 4x that.  The only negative that I can see is that the design is a bit more fragile, in the sense that one shot can wipe out a RoF 3 gun, while if the same gun was split up into 3 separate weapons your losses would be incremental.  The HP costs of are variable - sometimes you save by wrapping things up in a high RoF weapon, and sometimes its cheaper to split them to get the same number of shots - but you probably would "pay" more for the multiple weapons in OR.

36

(48 replies, posted in Wardogs)

Paul's spreadsheet is very elegant, and it is great to have someone else working on fitting the formulas into spreadsheet-talk.

Six weapons and four mod's seems okay.  The trouble is that there are basically two different genres of mecha in active play, traditional anime and BTech.  Anime mechs tend to have more limited weapon leads, while the BTech tradition emphasizes a large variety of weapons suited for different ranges and purposes.  Even so, most BTech mechs will be okay with 6 weapons, although very heavy designs like the Crusader, Warhammer, and Battlemaster go up to 8-10 weapons.  I might think about going up to 6 mod's, if it doesn't mess up the formatting too much.  I assume that this will be the default unit creator, so having 6 slots will let people play with more mod's, leave space for multiple Extra Ammo's, etc.

Cheers,

Christopher

PS - Greek or Geek ... I speak both.  wink

37

(48 replies, posted in Wardogs)

I've entered all the official units into my unit creator, and the Thermal issue seems to be correct.  As written, the design balances on EM's and HP's, but the Thermal Signature should be 6(8): +4 Size +1 Fission +1 Tempest Missile +1 Tempest Missile +1 Minigun (chaingun) = base 8 -2 Thermal Dampers L2 (33%) = 6 final.

Once you double the Offensive Rating for the two External Tube Tempest Missiles, I get an overall point value of 142 (16 less than book).  My figures are Offensive 227 (+38 from the Tempests) and Defensive 88.

38

(45 replies, posted in Wardogs)

I have an updated Unit Creator spreadsheet ready to test, and also all of the original 14 mechs from the first Battletech rules converted, along with pdf playsheets.

If anyone would like to take a look and test my math, please drop me a line.

Cheers,

Christopher
christopher@tenwolde.us

39

(48 replies, posted in Wardogs)

I would love another set of eyes on this Unit Creator spreadsheet.  It's not rocket science, but there is a LOT of different formulas to balance.  I had the dang thing all set for the final playtest version, and then Todd went and "developed" the game!  wink

I'm sure that someone better versed in Spreadsheet-fu could make something more elegant, but if you would like to take a look at the unit creator just drop me a line.

Cheers,

Christopher
christopher@tenwolde.us

PS - so the Ako was Med Gear L1?  smile

40

(45 replies, posted in Wardogs)

Hi guys,

Yep, I'll be double-checking my unit creator, etc. with the final rules and then uploading the WUC (Wardogs Unit Creator) and the BTech files ... as soon as I get a free moment or two.  wink

Cheers,

Christopher

41

(45 replies, posted in Wardogs)

Hmm ... I have some checking to do!  I'll post back here when I fix the links.

I don't have an actual Wardogs home page (yet), but the CBT material will obviously be a fixture there.  I'm also looking at some Star Wars conversions - more infantry based, so it will be interesting to see how the system works on that level.

Cheers,

Christopher

42

(45 replies, posted in Wardogs)

Vehicles

Okay, here's the last of the batch, which completes the 3025 conversion set (pending rules changes of course).

Tracked vehicles
Unit Creator spreadsheet
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_Tracked.zip
Summary pdf
http://koti.welho.com/ctenwold/CBT_Summary_Tracked.zip
Playsheet pdf's
http://koti.welho.com/ctenwold/Tracked.zip

Hover vehicles
Unit Creator spreadsheet
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_Hover.zip
Summary pdf
http://koti.welho.com/ctenwold/CBT_Summary_Hover.zip
Playsheet pdf's
http://koti.welho.com/ctenwold/Hover.zip

Wheeled vehicles
Unit Creator spreadsheet
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_Wheeled.zip
Summary pdf
http://koti.welho.com/ctenwold/CBT_Summary_Wheeled.zip
Playsheet pdf's
http://koti.welho.com/ctenwold/Wheeled.zip

VTOL aircraft
Unit Creator spreadsheet
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_VTOL.zip
Summary pdf
http://koti.welho.com/ctenwold/CBT_Summary_VTOL.zip
Playsheet pdf's
http://koti.welho.com/ctenwold/VTOL.zip

Also, here is a master summary pdf with all units, also including an "Unused Capacity" measurement to judge the relative amount of design space left over for that unit (not sure how it's useful, but there it is).

Master Summary pdf
http://koti.welho.com/ctenwold/CBT_Summary_Master.zip

And, last but not least, since the base model Banshee is probably one of the worst mech designs ever (and because my 2iC rides a variant), here is the Steiner variant of the venerable Banshee, bringing the mech total up to the proverbial "101 Mechs".

http://koti.welho.com/ctenwold/Banshee_S.zip

Cheers,

Christopher

43

(45 replies, posted in Wardogs)

One other thing.

If you look over the spreadsheets you will notice that many of the heavier mechs, and most of the assaults, have negative overall EM ratings (i.e. they spent too many EM's for their size).  I let this go if they had enough leftover HM's to "convert" back and cover the EM shortfall, even though that conversion isn't technically allowed.  Since the point system should cover the extra value of the equipment, and the mechs generally short themselves on weapons by not using all their HP's, I think this system will work.  However, opinion is welcome!

Cheers,

Christopher

44

(45 replies, posted in Wardogs)

Actually, that's an even 100 mech's!

45

(45 replies, posted in Wardogs)

go0gleplex wrote:

Hehehee...someone is as enthusiastic about all this as Mike and I.  lol

Who?  Me?  Don't know what you're talking about ...

wink

But ... for those who want to get in and play with these conversions (and let me know how they work), here are pdf playsheets of all the mechs in the spreadsheets above:

Light Mechs
http://koti.welho.com/ctenwold/Light.zip
Medium Mechs
http://koti.welho.com/ctenwold/Medium.zip
Heavy Mechs
http://koti.welho.com/ctenwold/Heavy.zip
Assault Mechs
http://koti.welho.com/ctenwold/Assault.zip

These are large files, about 1MB each, but that's a *lot* of mechs!

Within the conversion parameters above, everything is pretty straightforward.  The only thing that might throw some people is that some of the "LRM Boats" (like the Crusader and Archer) had to get bumped up in Size, and sometimes in weight class (i.e. the Archer is now an Assault class mech).

Trebuchet: increased size from 5 to 6, class from medium to heavy.
Bombardier: increased size from 6 to 7.
Catapult: increased size from 6 to 7.
Crusader: increased size from 6 to 7.
Archer: increased size from 7 to 9, class from heavy to assault.
Longbow: increased size from 8 to 9, class from heavy to assault.
Atlas: size 11!
King Crab: size 12!

Also, the Flamer is probably way too much of a Thermal Sig penalty for it's effect, even though I bumped up the range to 2.  At +3 (and no other mod's allowed) it is a real TS hog, but it will take playtesting to see whether the +2 to the Target's TS is worth it.

This brings up a rules question: does the effect of multiple flamers stack?  The Firestarter has a forward battery of three flamers, although other mechs only have one.

Cheers,

Christopher

46

(45 replies, posted in Wardogs)

What's that you say?  You can't imagine more BattleTech goodness?  Well, here are *all* the Level 1 (3025) mechs ever made for the game ... okay, I didn't include the official variants.  wink

Light Mechs
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_L2.zip
Medium Mechs
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_M2.zip
Heavy Mechs
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_H2.zip
Assault Mechs
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_A2.zip

And, a summary of all the mechs in the first and second batches:
http://koti.welho.com/ctenwold/CBT_Summary_2.zip

Cheers,

Christopher

47

(45 replies, posted in Wardogs)

Well, here's the latest conversion system, along with all the mech's from the first edition Marcenaries Handbook.  These were made using the latest version of the WUC (Wardogs Unit Creator).

I took a different route with the conversions this time.  I used a combination of Shield levels and Armor Points to portray the "soak" of the overall armor level (Shields) and the amount of armor that had to be penetrated to cause criticals (AP's).  The conversion went like this:

Shield level = (total of all frontal armor except Head) / 70, rounded normally.  The "70" is from an average of the 7 locations, the total also divided by 10.  This gives a level of 1-3.  It  represents the overall amount of "battering" that a mech would take before the armor was broken through.  The Shield levels can be hit by criticals, so it is possible to wear down this level just like AP's.

Armor Points = (CT armor / 10) rounded up to the next integer, even if even (+1).  So, a frontal CT of 18 would be AP 3, a frontal CT of 30 would be AP 5.

Weapons were scaled to the armor scale, which would generally be in the 2-5 range.  Thus, even a d4 weapon can be effective at close ranges against max armor.  This became the level for Medium Lasers, and other weapons were scaled from there.  "Junk" weapons like the MG, AC2, SRM2 and LRM5 were converted to a generic "heavy machine gun" that equated to the general amount of space and damage they took up, etc.

Enough of all that!  Here are the files:

Light Mechs
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_L.zip
Medium Mechs
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_M.zip
Heavy Mechs
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_H.zip
Assault Mechs
http://koti.welho.com/ctenwold/WUC_v3_1_CBT_A.zip

And, a summary of all the mechs:
http://koti.welho.com/ctenwold/CBT_Summary.zip

I think the summary might provide an interesting view on how the comparative point costs in the current system works.

Hope you like 'em!

Cheers,

Christopher

48

(45 replies, posted in Wardogs)

Here's the latest version of the Wardogs Unit Creator.  It now handles all the different types of Infantry, as well as handling the design differences for Buildings, Ships, and Hand Carried weapons.  Various notes have been added about all of this, and the Playsheet printout improved a bit.

EDIT: new version below!

Comments welcome!

Cheers,

Christopher

PS - this started out a CBT topic, but should it go to its own thread?

49

(45 replies, posted in Wardogs)

Here are links to download two different Wardog Unit Creators.  These are only a few kb's each.

1. This is based on an "old" version of the rules now (before the latest changes to balance the Power Plant issues), but it contains 31 CBT mech's all set to play!  Note that there are no instructions in this version, but there are in the new version ...
EDIT: new version below!

2. This is based on the most up to date version of the rules, and has some instructions included as comments.  Let me know if anything is still confusing (or doesn't work).
EDIT: new version below!

This is actually my first try at something like this, so I welcome constructive advice!  wink

Cheers,

Christopher

EDIT: I can't get the url's to work, so you'll have to cut and paste.
Go0gleplex's Edit: The Unit Creator works pretty good for most unit design. The exception is Infantry due to special condition values not applied to other units.

50

(45 replies, posted in Wardogs)

I've worked up a new version with the latest rules changes, and will post a link after I add some directions and such on how to use it!