1,276

(7 replies, posted in ARES)

Dixon Five wrote:

"If a figure with a shield successfully defends a Ranged attack by a pilum, that figure is now Borrowing an action."

One problem with this: what if the figure is already Borrowing?

1,277

(59 replies, posted in Starmada)

Got it.

Yeah, off the top of my head, I'm a bit stumped on how to work that out in ship construction...

1,278

(59 replies, posted in Starmada)

JohnRobert wrote:

They would also seem to require that the KEB Rating of the Shields be selective, as well as directionally faceted.

I am not following... example, please?

1,279

(26 replies, posted in Starmada)

EpicMan wrote:

Does Alien armada include rules for Tholian web?

Yes.

1,280

(3 replies, posted in Quantum Legions)

I'm waiting on some sample counters to arrive... if they are acceptable, consider this to be a go. smile

1,281

(26 replies, posted in Starmada)

The next release includes Lyrans/Hydrans. So, early next year?

1,282

(26 replies, posted in Starmada)

underling wrote:

Hmmm...
Always thought it was "Favorite Local Game Store."

Either way. wink

1,283

(26 replies, posted in Starmada)

madpax wrote:

What is a FLGS?

"Friendly Local Game Store".

1,284

(3 replies, posted in Quantum Legions)

Of the top of my head...

Accurate: x1.4
Inaccurate: x0.6

1,285

(3 replies, posted in Quantum Legions)

Dave wrote:

I don't like that the game doesn't scale (ie you have to play a 300 VP game). Can the rolls for CP scale for bigger VP games? by rolling an extra 1d6 for every 150 VPs? What would be a good solution for the first turn CP roll? All d6s become d3s?

For command, I would suggest 1 die per 200 VPs (round up). During the first turn, discard half the dice (rounded down). EXAMPLE: 800-point game, roll 4 dice. During the first turn, discard two dice.

I'm a big fan of Starmada's customization, being unable to change the to-hit roll in QL bugs me. Can the ORAT formula be modified to allow for 3+ and 4+ to hit by changing the 2 to 4 and 3 respectively? Strike would confer a +1 to hit.

I think this is best dealt with via special traits (i.e. "accurate" units would get +1, "inaccurate" ones would get -1).

I think the game suffers from the lack of an overwatch mechanic. Any suggestions on how to implement something like that? I was thinking of an overwatch order that lets a unit fire on an enemy moving within range and LoS of it.

I would implement something similar to the "Hold" action in ARES. When activated, the "Hold" chit is flipped face-up and remains on the board. During your opponent's turn, you may discard this chit to either (a) move up to the unit's first speed value, or (b) make one attack at 5+.

1,286

(3 replies, posted in Quantum Legions)

It looks like I might be able to provide die-cut counter sheets for QL:Vanguard.

160 counters, at a retail of $9.95. Would that be something people might be interested in?

1,287

(3 replies, posted in Starmada)

Took you long enough... smile

1,288

(10 replies, posted in Starmada)

madpax wrote:

Which kind of advantage?

I mean that, for example, in a battle of one 100-point ship and ten 10-point ships, the 10-point ships have a more than even chance of winning.

1,289

(10 replies, posted in Starmada)

I actually believe smaller ships have an inherent advantage to larger ships... But I have no data to back that up.

1,290

(7 replies, posted in Quantum Legions)

OldnGrey wrote:

I just about have a QL vassal mod finished (just finished drawing Hoth counters from scratch), any objections to my posting it in the files?
I have not put any of the unit counters from the book in it, but I have put the orders and supression markers.

No objections here. Please make sure the appropriate disclaimers are included.

1,291

(7 replies, posted in Quantum Legions)

I would go no higher than x1.2 for the "Hover" trait.

For APC, I dunno... x1.5?

1,292

(8 replies, posted in Quantum Legions)

brucesim2003 wrote:

Looks like someone wearing glasses and is cross-eyed. lol

Glasses + cross-eyed = Pilot

big_smile

1,293

(8 replies, posted in Quantum Legions)

ctaylor wrote:

VTOL I don't quite get, but it stands out and is easy to read.

It's supposed to be a stylized version of the modern military symbol for rotary-wing aircraft... I'm not all that thrilled with it, actually.

1,294

(8 replies, posted in Quantum Legions)

Here's some first ideas... In order, starting at top left:

AFV
Infantry
VTOL
APC

1,295

(3 replies, posted in Quantum Legions)

Enpeze wrote:

Ah thanks. This explains it. This means that the element counters serve as a type of hitpoints?

Essentially, yes. Good way to look at it. It may be that in future there are rules to split a detachment off of a unit, but for now, the number of elements is just a way of tracking damage.

1,296

(3 replies, posted in Quantum Legions)

Enpeze wrote:

I just read the demorules and they look really fine. What I could not detect was the question if the elements of single unit are required to stay in a certain range to be able to be moved.

Page 4: "When placed on the game board, the elements of each unit are stacked one on top of another, so that the entire unit fits into a single hex."

1,297

(2 replies, posted in Quantum Legions)

Blackhawk33 wrote:

APC        x 1.5        Allows vehicle-unit to carry an Infantry-unit of equal size; Size 3
                vehicle can carry Size 3 Inf. Must use Strike order to deploy/pick-
                up infantry, but may not attack on same turn. Infantry deployed
                gain suppression marker.

See separate post on this topic.

AAA        x1.4        VTOL targets attacked by this unit DO NOT get soft-cover bonus,
                however, all other targets treated as being under Soft Cover.

I might actually say AAA/Flak weapons CANNOT attack non-VTOL targets. But that's just me. smile

NCOs        x1.3        May remove one suppression marker from this unit per turn w/o
                paying command points.

Coolness.

Recon        x1.2        Unit may ignore cover bonus to one enemy unit. Roll 1d6> the
                distance to enemy unit to ID their location. This allows ANY
                friendly unit to attack the un-covered enemy unit this turn.

Would this include bypassing LOS?

C.I.W.S.                   x1.3        Unit gains Armor bonus of +1 when defending against Indirect
                attacks.

Interesting.

T.O.C.        x4        Only one unit per side may have this Trait. Once per turn this unit
                may allow ONE of the following to occur:
                - Remove 2 Sup-markers from 1 unit for the cost of only 1 CP.
                - Two units may conduct a Strike against a single en unit for 1 CP.
                - One unit may conduct a Strike with AP+1 against a single en unit
                for 1 CP.

Not sure I understand what "TOC" stands for?

Infantry                    x2        1) Inf conducting STRIKE against adjacent enemy gain Barrage
                Trait for the this turn only, however the assaulting infantry unit
                automatically gains 1 suppression marker.
                2) When Inf conduct a STRIKE against enemy Inf, neither unit get                     the Inf Save feature.

Not sure about (1), but I like (2).

1,298

(2 replies, posted in Quantum Legions)

Dave wrote:

What happens when the APC goes boom with infantry inside of it?

The number of infantry elements cannot exceed the number of APC elements. So each time an APC element is eliminated, an infantry element goes with it.

1,299

(2 replies, posted in Quantum Legions)

Some thoughts on how APCs could be handled:

An unit designated as an armored personnel carrier (APC) is treated as an AFV for all purposes. In addition, it is capable of transporting infantry across the battlefield.

To embark on an APC unit, an infantry unit must be adjacent to the APC unit, and both units must have "Special" order markers. When activated, the infantry unit is removed from the board, and is now considered to be carried by the APC unit. The APC unit's order marker is discarded (i.e. both units are "activated" at the cost of 1 CP).

An APC unit may only carry one infantry unit at a time. The number of infantry elements carried may not exceed the number of APC elements: e.g. a unit of 3 APC elements may carry one infantry unit with no more than 3 elements.

To disembark from an APC unit, the APC unit must have a "Special" order marker. When activated, the APC unit remains in place, and the carried infantry unit is placed in an adjacent hex. An infantry unit may not disembark into a hex containing another unit and/or impassible terrain.

1,300

(6 replies, posted in Game Design)

Doing some follow-up on this...

It appears I could produce a full-color printed version of Quantum Legions: Vanguard for a retail price of $19.95. However, it would still require some assembly; i.e. the counter/marker sheets would need to be folded, glued, and cut apart.

(Note that this would include 11x17 map sheets printed to the edge -- i.e. no trimming required -- which seems to be the big problem for those printing at home.)