1

(22 replies, posted in Defiance)

What I do for small unit combat (stolen from 'The Face of Battle') is initiative cards for the individual soldier / vehicle rather than the unit. Green get 1 card, Regular 2, and Elite 3. Each card gives the individual soldier / vehicle an action to use. So Green get 1 action / turn, Elites get 3.

We havn't really looked into the points balance issues of this properly but we have found it quite fun to play.

2

(44 replies, posted in Defiance)

cricket wrote:

Once an updated PDF is finished, the revision will be sent for free to all those who purchased it via RPGNow. For obvious reasons, revised hard copies cannot be provided for free... smile


You guys rock.

3

(7 replies, posted in Discussion)

:shock: What the .... ?????

4

(10 replies, posted in Defiance)

As above plus something about being able to design and build the army YOU want .

and on the distant horizon there appeared a glimmer of hope.......'

Thanks I'll check it out

and on the distant horizon there appeared a glimmer of hope.......'

Thanks I'll check it out

There goes the super technological soldier, marching forward to bring destruction to all before him. Only to be stopped dead by the sneaky little guy with the cheap get still suprisingly effective SMG.

but I can understand the frustration with 25mm minis that are 30 mm. Especially if you are trying to match minis'


Thats the good and the bad of a system like this.

The good is you can do what you want. You can pick and choose whatever figures, vehicles, etc from whatever range you like, to make the army you want. That's why I used to love GZG's Dirtside (note to MJ12 - how about some rules for that scale based on Defiance)

The bad is getting the scales / ranges to match up nicely for you.

Hi guys,
Just brought the game and like what I've seen so far. I'm looking at building a force based on the Starship Troopers MI troops with a few other bits'n'pieces added in later (e.g. Tau Devilfish and Hammerheads)