126

(13 replies, posted in Defiance)

From the news section:

Well, I'm not quite ready to make it "public", but I will notify all of you about the latest and greatest development in MJ12-land:

Introducing the MJ12 eStore!

All your MJ12 buying habits can now be sated in one location... check it out:

mj12games.com/catalog

It's still in "beta" release, so to speak. Please let me know of any problems and/or bugs you may find.

127

(13 replies, posted in Defiance)

Hmmm, maybe Dan can figure out what's up with the website.  Sorry for the annoyance...

128

(1 replies, posted in Defiance)

Would be cool to see a version with a plasma rifle and an Assault Trooper helmet. :-)

129

(13 replies, posted in Defiance)

LV - did you manage to order a print copy from the website?

-Demian

130

(50 replies, posted in Miniatures)

I e-mailed Iron Mammoth a few days ago to ask about progress, but no response so far.  I assume the figs are still being master cast.

-Demian

131

(34 replies, posted in Defiance)

So, would people be happy with a simple set of "sheets" that would calculate costs for each weapon, infantry frame and vehicle separately, wthout all the SR bells and whistles - plus, you'd have to look for certain violations yourself.

For me, I think if it could be written in a way that allowed you to save certain things as partially modifiable, it would be nice to be able to have excel do all of the augmentation and weapon costs adding for a given trooper on a game-by-game basis (i.e., you could store common units as such and trick them out as the opponent of tactical plan demanded, wthout needing to type n AR, Quality, etc. all over).

-Demian

132

(7 replies, posted in Defiance)

Sorry about the delay in response, I've been awash in things to do.

I have been considering dropping ad hoc as a SR consideration altogether, and just having a standard number of units that aren't standard being allowed per game (1 per 1000 PV?).  The reasoning being that, given troop quality restrictions, ad hoc units can't be all *that* disparate.  Plus, unit splitting and joining are (as mentioned) very rare, and it is maybe a bit harsh to make the command card restriction.

This would allow for much more flexibility with standard units.  To answer the statistical question: as long as units follow the primary and secondary firing restrictions, there isn't really an easy way to "cheese out" this rule, assuming forces are large (>500 PV) and varied.

Any way, thoughts are appreciated.

133

(54 replies, posted in Defiance)

We can always just change the name to "Spegs", I suppose.

I'm currently working on a not-Halo conversion right now...

134

(54 replies, posted in Defiance)

Now that's cool!  I've been eying those Suggy guys for a while now.  I wonder if there wuld be trademark/copyright issues if we posted these on the MJ12 website?

135

(19 replies, posted in Defiance)

The way that Ross and I do it for the Battlegame we developed is this:

We have a series of 2" wide circles arranged in a pattern, printed onto a clear piece of acetate. Each one is numbered 1-10.

You place the acetate over your target however you like so that at least one of the circles is centered over your intended target.

Then you roll 1 ten sided die for every round you have fired. Each round lands in the center of the numbered circle you rolled for it. Very quick, very easy, very effective.

If for some reason you want more scatter, (like when a soldier is forced to fire a grenade launcher beyond effective range at a high trajectory) we say 'deviate once', or 'deviate twice' etc.

I like this idea quite a bit, but it would be a major pain to overhaul the AOE weapon costs to try and factor in such a change.  Also, I assume it refers to indirect fire only; how did you manage the fact that most direct fire AOE (e.g. rocket launcher) that misses its target often keeps going until it hits something?

Back to UWZ:

On any direct fire/template weapon (flame throwers and shotguns mostly) you place the template on the board making sure to hit the closest enemy model. There is no roll to hit for the weapon.

Any direct fire weapon like a rocket launcher still uses a to hit roll.

Okay, now I'm confused, because this is exactly how Defiance works things.  Jouni, am I missing something?

-Demian

136

(19 replies, posted in Defiance)

*) If we were developing a seriously new edition I would move to strike the entire to-hit procedure for AOE weapons (@ Ultimate Warzone), but that's beside the point I suppose.

I'm not familiar with how UWZ removes the to-hit procedure.  Could you summarize it for me?

137

(19 replies, posted in Defiance)

Hey again Tim,

I agree that shifting suppression fire is an important "real" effect, but the time scale of the game (seconds per turn) is really designed for these kinds of decisions to be made on a turn-by-turn basis.  In other words, the player who wanted to charge should plan for this by either having the suppressing unit stop on the turn he wants the charging unit to attack, or hold the initiative card of the charging unit and wait for the suppressing unit to activate and stop firing.

I do think that your suggestions regarding speculative suppression and cohesive suppression should be easy to implement and should hopefully make suppression fire more useful without increasing the rules burden.  I'm already working on changing it.

-Demian

138

(2 replies, posted in Defiance)

size 6 anime mecha with a killer HTH rating?

139

(4 replies, posted in Defiance)

If only I had the talent to write for "the best erotic spanking novel site on the web", I wouldn't need this MJ12 gig.

140

(19 replies, posted in Defiance)

Hey Tim,

Thanks for the thoughtful input!  My guess is your opinions might change after you see suppression fire in practice (it's a bit complicated as it is, so I don't want to make it more so).

Perhaps distinguishing between targetted suppression fire that's directed at a unit and "speculative" or area supressive fire, with modifiers that make area fire less attractive. Also (or alternatively) with some sort of restrictions as to template placement to avoid "cheesing".

Having to fire w/in 2" of a sighted enemy unit seems restrictive, and totally ignores the very valid doctrine of "recon by fire". IMO, I think the area fire template should have to be placed in a way that a line drawn from the firer to the template does not pass between two sighted enemy units before it reaches the template. The intent being that a supression template could be placed between two enemy units (and if it's big enough, and the enemy is close enough to each other, hit both units) Kind of the same way that units have a "perimeter" that friendly models cannot enter, area supression templates would not be allowed to enter a "perimeter" or "battle line" defined by drawing a line between sighted enemy units.

Of course, with what I've proposed, I also think that Elite units should have the area fire template placement restrictions relaxed.

These ideas are great!  I'm thinking of incorporating them.  One thing I've learned after trying out suppression fire myself a bunch of times is that it's rarely better than covering fire from an "enemy dead per turn" standpoint.  I'm therefore actually thinking of making two types, based on your suggestion:

1)speculative fire - same as written, only no placement restrictions (other than obvious ones, e.g. not past a visible enemy unit, etc.)

2)unit suppression - must target a specific member of an enemy unit and template must contact that member.  +1 to damage rolls.


AOE weapons (in the current system) don't have a FR, and thus cannot be abstracted in this way. Each AOE template is a distinct shot from the launcher. So before what I get into below can be implemented FR>1 weapons should be made possible within the rules of the Army Customizer.

My guess is that this will get a bit too fiddly in practice, but am willing to consider it if other folks think it's a good idea...



As to what do with with mixed Weapon Affectors and cohesive suppression fire orders, I would say that a persistent template whether it's suppression or a beaten area would only use ONE of the Affector's effects, that of the primary weapon of the squad or the smallest diameter AOE weapon. In the case where a suppression template and beaten area template have both been placed by the same unit as a result of Cohesive Suppressive Fire orders, they can have different affectors, one for the AOE weapon, one for the Suppressive Fire weapon.

I'm gonna let this one mull around in the back of my head for awhile.  I think it has some definite advantages, but from the perspective of most players, I think that the opportunity to split unit fire into suppression plus covering might be a better choice in almost all situations. 

Again, thanks for your input.  I will most definitely take your points into consideration when I tackle the new release.

-Demian

141

(19 replies, posted in Defiance)

Hi Tim,

I've had a busy week with travel, so haven't been able to get to this yet, but plan on responding by the end of this week. 

-Demian

142

(19 replies, posted in Defiance)

Flakmagnet,

Thanks for your well-reasoned and experience-based questions!

To preface them, first I'll let you know abut a few things with which I struggled when writing the suppression rules:

1. Balancing reality vs. playability; if I make them too powerful, players will tend to be overly static in basic (non-scenario) games.  If  don't make them powerful enough, players will start to forget a bit about position and maneuever...

2. Given the high variety of weapons in most squads, it is difficult to come up with a good way to "combine" them without making players suffer through too much in-game math.  I chose the splitting of primary and support weapons for two reasons:
    a. there is typically less variability within these classes than beween    them
    b. covering fire (what's done by the "other" weapon type) still provides some ability to prevent enemy movement through a given area, and with a template already laid down, the morale benefits are already in place.

Onto your points:

I definitely feel that SF should be usable against AREAS as well as being directed straight at an enemy unit, though I can see some ways that a player might abuse that ability. So perhaps a restriction on the placement of Suppression templates would be a good idea.

I was in fact concerned with weirdness that could come about due to the fact that layers tend to "know" the position of enemy squads and could therefore have a given unit shoot at an area that predicts enemy movement in a fashion that would be highly unikely if the enemy weren't in line-of-sight or otherwise tracked.  I do think you're right, however, in that a few simple rules might suffice:  how about requiring templates to be within a certain number of inches of a sighted enemy squad?  That way players can still help deny enemy movement, but must respect the fact that the suppressing units need a "bead" before they can do this.

Something I feel is missing is the option of "cohesive" supression fire.

As mentioned above, this is difficult to do quickly (i.e. on a unit level, not an individual level) and without a lot of math.  I'm quite open to any suggestions you might have, however.

it seems to me that an AoE or burst weapon (if such a thing is possible with the Army Customizer) with a feed rateshots ought to be able to lay down a hail of AOE templates that achieves an effect similar to a supression template.

At present, there is no way to build an AOE weapon with a FR of greater than one.  I understand that such weapons exist, but in the context of the relatively simple move and fire orders system, I felt that they were too complicated to model realistically.  I instead chose to make AOE templates force morale tests, meaning that they can still "suppress" figures within them, even if tey have little chance of hurting them.  Therefore, firing an AOE round at the same target area again and again could keep much of a unit shaken.

I also allow for cone weapons (essentially AOE weapons with a limited range and no indrect fire or scatter) to suppress areas, to represent flamethrowers being swept back and forth, etc.

Thanks for the constructive input and let me know if you have any ideas about modifying things as they stand now.  I am at a point where a slight overhaul of the rules fits the next stage of potential releases for Defiance.

-Demian

143

(5 replies, posted in Defiance)

I always pictured the (mass-produced) Ram's Head Launcher as very functional looking, but with a slightly wide opening that has some suggestively molded lines that, from a distance, might resemble Ram horns.

This does not mean that the odd trooper so-armed wouldn't have painted his launcher to have some more flair, and it certainly doesn't mean that my own "not concept" should stop you if you have something cooler in mind.

-Demian

144

(13 replies, posted in Starmada)

Hmm, not sure why the post was doubled. [shrug]

I don't think that any current Starmada rules need be "trimmed back" to fit the Defiance universe, which also includes more standard cloaking devices and such.

145

(50 replies, posted in Miniatures)

Okay, I uploaded them to a yahoo photo album.  It should be public.  Let me know if anyone can't access them.

http://pg.photos.yahoo.com/ph/demian101 … ?.dir=c05c

p.s. they're *awesome*!

146

(13 replies, posted in Defiance)

The issue was more one of "feel".  I wanted Defiance to be a game of standard units fighting standard units.  I have, however, backed off a bit from this perspective, since it is a science *fiction* game and all. :-)

147

(13 replies, posted in Starmada)

Yeah, the scale of Starmada makes phasing through objects a rare phenomenon; probably only worth modeling in a fighter vs. fighter game.

I was thinking maybe -2 to hit and be hit?  That would be a bit more pronounced.  The idea would be that there would be no counter to this, unlike other ways of imposing penalties on enemy fire.

148

(13 replies, posted in Starmada)

Yeah, the scale of Starmada makes phasing through objects a rare phenomenon; probably only worth modeling in a fighter vs. fighter game.

I was thinking maybe -2 to hit and be hit?  That would be a bit more pronounced.  The idea would be that there would be no counter to this, unlike other ways of imposing penalties on enemy fire.

149

(50 replies, posted in Miniatures)

I will post the greens here as soon as I get pics.

150

(13 replies, posted in Starmada)

what is the technological situation re: starships in the Starslayer universe, Demian? Would the existing Starmada rules cover it, or do we need to make some changes/additions?

Back to the original question: do any Starmada experts have ideas about how one could represent the fact that phase drives (in this case, ones related to maneuver, not intergalactic travel, the latter of which would be easily represented by hyper-drives) work as follows:

1. when they're "off", everything proceeds normally

2. when they're "on", the ship becomes partially present in the pahse dimension, and partially present in our dimension, making them at the same time less able to affect others, but less able to be affected as well.  They can also move through solid objects, if they are small enough to ensure constant phasing for the entire time (staying completely out of phase risks instability and a big boom-boom of the drive).

-Demian