201

(7 replies, posted in Defiance)

Thanks for the thoughtful and constructive review, Jouni. 

It's very well-written and informative for prospective players.

-Demian

202

(34 replies, posted in Defiance)

The computerized Army Customizer was last updated on 5/4/05.  PM me if you don't have the latest version, and I'll get it to you.

-Demian

203

(7 replies, posted in Defiance)

I just wanted to respectfully ask anyone who purchased Defiance via rpgnow to consider writing a quick blurb that can be posted on the website.  While I of course would prefer good ratings, I am more concerned with comments that might help browsing gamers find out if D: VG is right for them, e.g. tactics, troop building, army lists, artwork, fluff, etc.

Thanks,
Demian

In the new SST game, how varied is the bug army list?

205

(44 replies, posted in Defiance)

A little thing I picked up yesterday that has escaped notice so far IIRC: Vobian Gatling Laser is listed as a Powered Infantry weapon although pointswise it would pass for a Standard Infantry weapon (62pv, SI limit at whopping 80pv).

Consider it changed.

206

(34 replies, posted in Defiance)

Anyone have any army lists they want to post?

207

(79 replies, posted in Defiance)

Is the max PV for weapons by model type (SI, PI, VE) the max PV per weapon frame (ie: each weapon) or is it the max weapon PV per model ??

Per frame.  In other words a PI trooper in an army list with a max PI weapon cost of 60 PV could carry a 60 PV rifle in addition to a 5 PV grenade and a 15 PV augmentation. 

Make sense?

208

(3 replies, posted in Game Design)

I was looking at troop quality and weapons training, maybe even some HtH improvement, or making individual troops leaders/heros, but how would that scale/advance? Would I create the seperate frames and or lists that limit my green army to certain quality troops and repurchase troops as they increase in quality? Or do I just pay for certain quality troops but I'm able to field them as higher quality troops if they go through enough battles w/o me getting them killed off?

There should probably be two types of advancements: unit advancements and individual advancements, to prevent problems with the unit activation rules.  The form er would include quality upgrades and unit augmentations.  The latter would be hero capability and individual augmentations.

This has potential, but would need some sort of relative point system to ensure balancing, else certain advancements will always be better than others...

-Demian

209

(7 replies, posted in Miniatures)

http://theminiaturespage.com/news/12315/

These will be useful for many different games.  Kudos!

210

(2 replies, posted in Defiance)

http://www6.mailordercentral.com/thewarstore/products.asp?dept=1222

Oooh, I like these.  Is there any way to get custom versions?

211

(7 replies, posted in Defiance)

at a demo I gave earlier today...

Ooh, tell us more about the demo.

Maybe a separate topic, with battle report?  smile

Or just a few thoughts would be great.

212

(34 replies, posted in Defiance)

Something I noticed. There seems to be no option to set Impact Rating to 0. The only option is 1-4. So my 11 point weapon because 15 because I have to set it to IR 4. Is there something there I need to set?

You can press backspace to delete the field, but I agree: it would be more clear if IR 0 was made an explicit option.

213

(7 replies, posted in Defiance)

The likelihood of facing considerable losses conspires with the fact that, point for point, your close combat frames won't be any cheaper than the opponent's frames (more likely quite the opposite).

On a frame per frame basis, this is generally true, but, due to statistical issues not worth getting into at this time, close combat armies will be able to offset their opponent's points spent on ranged weaponry by keeping their infantry AR's around zero (-1 to +2).  Two quick reasons for this are:

-heavy armor tends to be maximized if you advance slowly from cover to cover, in which case it will make the odds on may shots drop off of the linear curve pretty quickly.  If you charge straight at someone, however, the enemy's stationary bonus will often offset your armor.

-weak armor is terrible against suppression fire or AOE, two of the main tactics against close combat or "swarm" armies.

Another somewhat statistical point is that it will generally be worth spending the points to get a high reflex and multiple HTH dice.  This will maximize your offnese to defense ratio.  Also, it will allow relatively few close combat specialists to take out a fairly large enemy unit that has not spent such points.

Finally, tactical advantages can be taken that allow you to get the most tournament bang for the buck when using a close combat army.

In the end, close combat armies will still only be viable if they have some way to circumvent being forced to run into fire lanes.  This means investing some points in indirect support fire, flight ability, or a few troops with ranged capability.  If you look at most CC armies out there (40K, WZ, even SST), this tends to be the case for all of them.

-Demian
whose favorite Defiance force is the Meraxilla, which are likely the most point-for-point CC heavy of the army lists.

214

(34 replies, posted in Defiance)

I sent a PM to get this handy item. I never got an e-mail about it. Is there some reason why a person wouldn't get to test it out?

Hmm, I sent it off a few days ago.  I'll try again.

215

(7 replies, posted in Defiance)

i was wondering if the army customizer allows for armies that are much more oriented on close combat

Close combat armies can easily be made using the Customizer.  The important difference between Defiance and many other sci-fi skirmish games is the fact that VG is a bit more "realistic" about the power of ranged weaponry and the usefulness of suppression fire.  In other words, if you just charge forward and hope for good die rolls, it won't be too hard for your opponent to mow you down in short order.

With some thought put into movement, field saves, sneaking and hiding, specific tactical advantages and judicious use of close defense weapons, however, an army of "thoughtful chargers" can be quite effective.

-Demian

216

(5 replies, posted in Defiance)

would it be possible for the final version of the counter sheet to not have the wasted space between the square counters ??

if you did that, you might be able to get another row of counters on the page.

I'll ask Josh.  Thanks.

217

(2 replies, posted in Defiance)

I'll let you know when I am back in action!

Good luck getting the situation fixed quickly.  Let me know if there's anything I could work on in the meantime that would help you when your new machine is up and running.

218

(2 replies, posted in Defiance)

Haven't heard from you via e-mail in a bit...

219

(5 replies, posted in Defiance)

1) Would you make the "Terminators" matrix units? I can't really settle my mind here. They are connected somehow, but then again they have their own missions etc.
2) Would you rate the "Terminators" as PI?

Based upon the robots shown as the antagonists in the movies, the "Terminators" themselves should probably be heroes, either veteran or elite.

The final movie, however, gave hints of other bots with different capabilities and I think that there is plenty of room in the background for the design of linked and matrix units.

As for PI vs. SI, I would go with PI just to keep things simple, though one could argue that SI fits the human-like mobility of the Terminators...

-Demian

220

(23 replies, posted in Discussion)

you should be seeing Starmada and Iron Stars show up at e23 any day now.

No Defiance?

221

(34 replies, posted in Defiance)

One more point that may not be obvious to people looking at the computerized Customizer is that the core mathematical formulae can *not* be back-tracked using it (though you could make some good guesses).  In other words, its proprietary aspects remian in my own personal files.

222

(34 replies, posted in Defiance)

On an entirely different note, I'm not 100% sure if this type of tool should be published freely this early into the new version's life.

I thought a bit about this, but decided to go with keeping the computerized version easily accessible - though I still keep an eye on who has received it, i.e. people need to e-mail me directly.

It would be possible to use just the demo and customizer to build armies using only the basic (no advanced) rules, but this would take a lot of work and intuiting on the part of the player.  Plus, they'd be without any of the examples or the coolness that is Josh, James, Sam and Noel's artwork

In effect, I'm willing to risk that a half dozen people will have the wherewithall to use the army building system for "free" in order to ensure it is well play-tested.

-Demian

223

(34 replies, posted in Defiance)

This thread will be for constructive discussion and troubleshooting of the most recent excel spreadsheet version of the Defiance Army Customizer.  If you are interested in using this program to try and build an army list and able to spend the time to post any concerns or comments here, please send me a private message with your e-mail address and I'll send you the file as an attachment.

-Demian

224

(6 replies, posted in Defiance)

I think the best way to handle this would be to ask anyone lurking here if they would be willing to use the beta version of the computerized Customizer to try and build an army list of their choice. 

If this sounds like you, please pm me with an e-mail address where I can send you the current version.  Since jav is writing it, it's best if we continue to post comments on the forum.  I'll make a separate thread entitled "Beta Customizer" for them (in the Defiance forum).

-Demian

225

(6 replies, posted in Defiance)

Has anyone done a relatively simple (!) spreadsheet for this then?

Someone's working on one right now.  I'll update the forum as it reaches fruition.

-Demian