551

(25 replies, posted in Wardogs)

In light of the roundup and power armor trooper answers, version 12 is now on the yahoo games site.
Any comments would be welcome.

Paul

552

(48 replies, posted in Wardogs)

I see where I was going wrong, Power Armor infantry kind of implies more than one. Where  Power Armor Trooper is one. I admit Power Armor Trooper is indicated in table 11.

Confusion came from Table 10 where "Power Armor Infantry" are ** to Infantry, unit number 2 and MP multiplier 0.
Underneath it says that they are considered size 1 mecha for design, so should the unit number be 5 and MP multiplier 4, as for mecha?

Perhaps the "**" should be removed and list amended to:
5- Mecha & Power armor trooper (size 1)

Co-Pilot/Gunner seat (page 39) has no restriction regarding unit size. Pilot and gunner would have to be on VERY friendly terms in a size 1 unit!
Should a size restriction be considered?

Paul

553

(48 replies, posted in Wardogs)

Page 40 Infantry Compartment
(See Infantry Construction Section, page XX of these rules for Loading and Unloading of Infantry.)

Infantry Construction Section? Love to see.

Paul

554

(48 replies, posted in Wardogs)

Ta.
I just cannot get around the image of infantry in power assisted suits instead of a little sit in mech.

PAUL

555

(48 replies, posted in Wardogs)

Jump Pack page 40

"When jumping the unit may ignore terrain modifiers (and in the case of infantry........"

Table 13 has jump pack as Infantry unit only.

Though I have restriced it to Infantry and Power armor Infantry.

Paul

556

(5 replies, posted in Wardogs)

Go0gleplex wrote:

Formula Rounding Revision:

ALL uneven values round up unless stated specifically to round down.

Only the final answer/total of the formula should round.

(this should eliminate all confusion on this issue)

Well er.. clear as mud.
So in math talk 1,3,5,7,9 become 2,4,6,8,10

Could you mean than anything that is a percentage of the base Equipment Modules is rounded up?

Paul

557

(8 replies, posted in Wardogs)

What do you think about showing damage on the data card as:
[OO] for items listed in Tables 8&9 (1st Damaged, 2nd Destroyed.)
E[OO] for things Damaged/Destroyed from an "Equipment" hit.

Arms and legs already have check boxes which can be marked either /or X.
Maybe add check boxes for the power plant?

Paul

558

(25 replies, posted in Wardogs)

Christopher has helped find a few more errors which I have fixed. Please note that "Extra Magazine (HC weapon)(OOO)" Hand carried weapon magazine has the three ammo with it in the Enhancements instead of it being added to the original weapon 3 rounds in the ammo box.

When Go0gleplex has reviewed the equipment that can be damaged/destroyed I will add check boxes for these.

There is a quirk that I cannot explain. Sometimes a new weapon will not show up on the design sheet. Try re typing the name on the weapons sheet. Or close and re open the spreadsheet.

V11 posted. Please use latest version.

Paul

559

(8 replies, posted in Wardogs)

catenwolde wrote:

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?

That's funny, Table 8 on page 17 states that Arms and Legs can be blown off. It also has two levels of damage, Damaged that can be repaired and destroyed, needs replacement. But as you say there is no clear indication of which equipment. "One undamaged system" could mean everything.

Paul

560

(25 replies, posted in Wardogs)

go0gleplex wrote:

Much like the Starmada design sheet, officially there are three batteries. However there are a couple versions modified individually to allow five batteries, or three batteries a spinal mount and ammunition based weapon that I know of.  It isn't that it's wrong to do so, but it is beyond the normal or reasonable expectation for standard game play.  (I may not be saying this exactly right but I think the intent of what I'm trying to say is there).

Guilty! (Shipyard)
Although Dan did not say that you could not have more than Three batteries. The spinal mount is mentioned in the conversion from Starmada X. I put it separate to make VBAM calculations easier. Everything being optional so it is what you make of it. The shipyard has been forum driven to some extent in that there were requests for a move to five batteries to allow other game conversions.

I found that I missed the turret calcs for weapons 7 & 8 so I have corrected that. Unless anyone can find fault with it, looks like version 10 may be the final version (he says with fingers crossed.)

If anyone absolutely has to have Ten weapons, pm me for an Unofficial version. For Btech conversion, Christopher is the person to ask.

Paul

561

(25 replies, posted in Wardogs)

f.whitfield wrote:

When you do the next upgrade for the spreadsheet could you add more spaces for weapons on the Weapons tab and the design tab.

Thanks.

I could remove the Infantry weapon stats and put them lower down on the sheet, that way they can still be used by copying and pasting them back if needed. This would give another 17.

Do you have a faction/Army with more than 21 different weapons, Not counting Infantry weapon options? Nobody has ever asked for more in Starmada!
Why more weapons on the design sheet? The book designs are limited to Six, I found I could have up to Eight on a standard data card. Do you have a different design data card?

Anyone else have any thoughts on these changes? I think I would like for everyone to have a level playing field.
If, as has been suggested that this spreadsheet be used for Wardogs I would not like to depart from the rulebook.
go0glplex?

Paul

562

(3 replies, posted in Starmada)

Just thought I'd let you know, I have added Freighter, Colony Ship and Troop Ship to the VBAM listing.

Please see the latest How to pdf for requirements.

Paul

563

(15 replies, posted in Wardogs)

Perhaps the unit size could represent something other than how many stories high the unit is, similar to the way Btech went. Yes there is a difference in height between say a Stinger and Atlas but it is not OTT. More noticable is the bulk. The Assault Mechs are Heavy!

Paul

564

(25 replies, posted in Wardogs)

go0gleplex wrote:

Got to playing with this tonite Paul...tres cool!

Thanks.

go0gleplex wrote:

One thing I did note; under equipment you have Targeting Aquisition Array.  This should be Target Aquisition Relay. (TAR)

Will change it, wonder if I put that because Table 13 has it as T.A.R. (Target Acquisition Array)?

Paul

565

(25 replies, posted in Wardogs)

f.whitfield wrote:

Btw is the current version for the spreadsheet v8 or is it still the earlier one.

I posted the revised Version 8 (2) a couple of minutes after my mentioning it here.

There are a couple of things (like AI Modification) that only become available when other choices are made, in this case tech level 6.
May seem weird but I think it works.
The spreadsheet is still a work in progress, I only started it after downloading the rules, so about 18th September. It just needs more "eyes" to look at it.

Paul

566

(13 replies, posted in Wardogs)

My fault, forgot to round the basic thermal calc.

For some reason I seem to get slightly different figures and had to add 3 Hard Points.
I get movement points : 10
CVP : 86

I put the details into the revised version V8 (2).

Paul

567

(25 replies, posted in Wardogs)

f.whitfield mech design threw up another little fault. Basic thermal calc was not rounded (or ROUNDEDUP). Don't you just love math when a half of something is actually bigger than the other half of the original. Then if that half is bigger is the other half a half?

Anyhow, please change cell Design Q18 to:
=ROUNDUP($C$6/2)+VLOOKUP($E$6;$Q$5:$R$10;2;0)
or
=ROUND($C$6/2)+VLOOKUP($E$6;$Q$5:$R$10;2;0)
Have already revised V8.

Paul

568

(25 replies, posted in Wardogs)

RiflemanIII found a few errors which I have now fixed and Infantry amendment made, see errata.

So V8 will now be the latest revision.

Paul
(5.23am UK time, will post just finished version before I fall asleep)

569

(48 replies, posted in Wardogs)

Page 55 Infantry Heavy Weapons.
Ballistic level 4.
No Ammo noted (did they run out? Ha Ha).

The Ballistic shepherd rock throwing unit?

Paul

570

(16 replies, posted in Game Design)

Just a thought, save a lot of headaches.
Just go out and buy heroclix!

Paul

571

(25 replies, posted in Wardogs)

Still thrashing out any problems or errors.
High yield and Airburst warheads fixed and now shows any damage die adjustments.
Christopher found a couple of things that I had missed.
Anyone spot an error please say so.

Version 7, 7th October 2008. is the latest revision.

Paul

572

(48 replies, posted in Wardogs)

Page 52
AP shells.
"Halves target AR"
Rounddown Odd AR?

Page 40
Hanger Bay
"....carry up to 240 cargo units of combat units such as 3 size 1 units...."
Should be 4 size 1 units, (slip of the key?)

Paul

573

(48 replies, posted in Wardogs)

Thanks, I thought as much but the book does not say it.
Perhaps a paragraph could be added.
I do not know which prog was used to write the book, so I do not know how easy it is to change parts. Will the clarifications (like adding equipment OR to each weapon (page 56)) be made in an updated pdf version?
Just so that everyone will be on the same page (pun intended).

Paul

574

(48 replies, posted in Wardogs)

Page 21, Step 11.
"records.......all ammunition expended..."
Does not explain how much ammunition is marked off.
Chaingun specifies 1 ammo per ROF (5) and Ballistic weapons with launch tubes implies 1 ammo expended per tube fired.
What about other weapons with ROF greater than 1?

Paul

575

(25 replies, posted in Wardogs)

go0gleplex wrote:

Haven't played with it yet Paul, but I'm impressed.  Nicely done.  smile

Thank you.

I have found that the most weapons I can cram onto a standard data sheet is Eight. So not to be mean I have increased weapons to eight.
However the maximum ammo that will show as cross off boxes per weapon is 42.
V5 posted.

Paul