Topic: Question about movement types

I am very interested in this game.  After a quick skim through the basic rules, I have to say that I'm pretty impressed.  However, one thing I'd like to know is:

Are there any special movement types that you can apply to vehicles and troops?  VTOL, Hovering, and especially underground movement.  I'd like to be able to convert my Starship Trooper models to this game as well. I would appreciate any help.  This will definitely aid in my decision to purchase.

Re: Question about movement types

No underground movement as yet, I'm afraid. The complete rules have Hiding, Infiltration and Sneaking rules that can be used to emulate tho.

The available special movement types of Jump, Fly and Sprint should be explained in the demo rules and they are available for both Infantry and Vehicles. So the Mobile Infantry will be pretty well covered smile

Some additional augementations for movement (such as paratrooper style deployment) should be available in the forthcoming supplement.

Re: Question about movement types

Well, a troop drop, but not paratrooping, is spelled out in the scenarios section, page 62 "first strike".

Tunnelling doesn't exactly exist in Defiance, but Infiltration and Sneaking will work nicely as substitutes.

Re: Question about movement types

mwhite212,

Welcome to the forum!

Defiance is first and foremost an infantry game, so vehicles are slightly abstracted.  There are therefore currently no distinctions made between wheeled, tracked or hover vehicles.  As noted, however, players can design jumping and flying vehicles, which mimic VTOLs and/or certain hover vehicles very well.

There are currently no rules for tunneling per se.  I have considered making some, but the major problem is one of time scale in a skirmish game.  In other words, tunneling seems too slow to be represented as "movement" in 28mm.

The advanced infiltration rules, however, are perfect for representing the unexpected arrival of "bugs" behind one's deployment zone, etc.

Re: Question about movement types

Well, it sounds like the infiltrate rules will do nicely for that I suppose.  However, I am quite fond of the tunnelling rules in Starship Troopers.  But I have to say, I was just so impressed with the core rules of this game that I just can't resist.  I'll be purchasing it this weekend from the MJ12 estore.   I'm just really getting tired of learning new systems every time some cool models come out.  This looks like the ultimate solution.

Thanks

Re: Question about movement types

just be aware that there is currently no way to have the exo-suits (cougars and grizzlys) move as fast as they do in SST and still be OMG !!!! tough.

But hopefully Demian will see this and figure something official out. big_smile  :twisted:

Re: Question about movement types

The exo-suits might best be described as mecha.

Re: Question about movement types

Demian Rose wrote:

I have considered making some, but the major problem is one of time scale in a skirmish game.  In other words, tunneling seems too slow to be represented as "movement" in 28mm

Some kind of forward deployment option might work to represent tunneling troops having moved into postion and then bursting out to go Tanker on the enemy a**. But allowing that would of course open a whole can of "prepared battlefield options".

Anyhow. I'd say you can make exos plenty though and deadly as the rules currently stand. IMCO Cougars would work as "big" SZ=3 Infantry while Grizzlies, being rather larger and having options to fire multiple weapons, should indeed perhaps be "small" SZ=4 anime mecha.

Re: Question about movement types

But in SST the big PI can jump hellacious distances. In DVG this is restricted to lighter frames, so far.

Grizzlies would probably be anime mecha, but Sz3 infantry can be TOUGH.

Re: Question about movement types

I'm broadly aware of SST troops (having the rulebook only) and the ugly truth is that you can't do a carbon copy of SST in D:VG. There'll be no jump jetting about and shooting in mid-jump, for starters (the same rather sours the milk of those who dream of carbon copying Wh40k jump troops). Also no Infantry with Jump will be going below AR=0, not in the current rules, which (depending on how tough you want to make the weapons) could be a problem. And so on and so forth.

What you can do is use the models and likely even use them in the similar roles as they had in the original game. For example, I'd experiment with sacrificing some of Gougar's physical armour for more movement and compensate with a fair field save (also representing their dodge ability) to create a survivable forward scout type frame.

Re: Question about movement types

I don't think you need a carbon copy, no. Can heavy frames take high CO? That could represent Grizzlies jumping in early.

I think that jumping WAY UP IN THE AIR in the middle of a firefight, given the human limits on acceleration and the fact that Heinlien's SST style jumpjets are a parabolic jump, might be somewhat akin to technology-assisted suicide. Just a thought. :wink: