Subject:
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Re: brikwars and vehicles... and stupendous feats
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Newsgroups:
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lugnet.gaming
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Date:
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Tue, 22 Aug 2000 16:45:41 GMT
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Reply-To:
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wubwub@AVOIDSPAMwildlink.com
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Viewed:
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1186 times
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"Mike Rayhawk" <rayhawk@artcenter.edu> wrote:
> In lugnet.fun.gaming, Stephen F. Roberts writes:
> > ...Ok, something needs to be done with vehicles :-/ we played this
> > weekend, and hoverboarded guys were the only ones to even make it close
> > to the target.
>
> What kind of a game objective were you going after? Some kinds of battles
> just don't lend themselves to the heavier machinery. Was this part of Jason
> Rowoldt's jailbreak scenario? I wouldn't have brought any heavy machinery
> into that. Under a 700cp budget there's not enough points to buy the lighter
> units you need to support their advance, the heavy machines just become
> obvious targets for the turrets. Remember how well the allied tank divisions
> did when assaulting Normandy? They hardly got a shot off either. You just
> don't want to put large targets within range of operational base guns.
...It was the jailbreak. I was bringing in a MTT mostly as a troop transport. It was slow,
but faster than the troops on foot (didn't remember hoverboards). The idea was the MTT
would be able to get them close enuf before dropping them off to limit the damage the
troops themselves would take.
> > Troop carriers and heavy support vehicles are fairly useless unless they
> > can kinda keep up with the troops :-/
>
> While I'm always willing to throw historical accuracy out the window to
> promote playability, troop carriers and heavy support vehicles are just plain
> slow. Heavy troop carriers are used when taking a bunch of troops from one
> secure point to another, but if you're in a battlefield situation you
> downgrade to trucks and jeeps. Heavy support vehicles often don't make it
> into position until the battle is well underway or even already decided, which
> is what makes strategic-level operations so much fun.
...Well, even a light troop transport (in our case, a soccer bus loaded with troops) was
still kinda slow. At 14", it was hard to get it up in time (I do think we started too far
out, but that's a diff story :-)
> > ...So anyway, we were batting around some ideas on making vehicles at least
> > be able to get to the battle faster and we came up with these ideas:
> >
> > Full Speed/Run: the unit (vehicle or fig) moves at 2x normal speed. This
> > represents the unit going all out to get somewhere. Any hits on the unit
> > do double damage (the unit is not dodging and is an easy target [NOTE:
> > Decided on 2x damage vice 1/2 armour cuz it was easier to figure and made
> > for more spectacular explosions! :-)] The unit also cannot fire any
> > weapons, discharge troops, or do any action other than move on the turn
> > it is on Full Speed/run. this 2x speed modifier only applies to base
> > movement, units that get modifiers from other things can choose to use
> > those mods or the full speed mod but not both (hoverboards can not go
> > 40"!!! )
>
> This looks like it'll work, although a little complex for my taste. You can
> get a similar effect by using the optional Dual Action rule listed in 1.1.2.
> Here's a link:
>
> http://www.teleport.com/~rayhawks/brikwars/1.htm#1-2
...yes. dual action is cool IMHO :-) But the Full Speed idea includes extra damage cuz the
unit being an easier target. (2x damage makes it that much easier to get that magical 20+
result on the vehicle damage table! woohoo!! :-)
>
> > Dead Run: (often called this because the unit is surely dead if it does
> > this). The unit/fig moves at 3x speed. Any damage that hits it is doubled
> > and the unit cannot fire or perform any other action the turn it is at a
> > Dead Run. Also, the unit must spend 1 turn with no actions other than move
> > for each turn it spent at Dead Run (turns at Full Speed don't count towards
> > this 'slow down' period).
> >
> > A unit cannot start a turn of Run or Dead Run if it is within 30" of any
> > enemy unit (too busy dodging fire and avoiding damage to concentrate on
> > raw acceleration).
> >
> > Units in a Run/Dead Run also suffer a -1/2X modifier to ram (they are easy
> > to dodge and harder to steer). All hazard rolls are at -1/2X.
>
> This looks like it'll work too. I might modify the Extra Effort rules (see
> 3.3.4: Moving Around) so that vehicles could commit all power to propulsion,
> at the risk of engine damage.
...Engine damage would be a good trick too... I was figguring the risk of getting 2x
damage would be enough to discourage common use of this, but the damage bit is cool too!
Dead run basically makes the 'stunned' result from Extra Effort mandantory.
...One thing we wanted to avoid was the idea of a troop dropper running _way_ fast up and
dropping troops in the middle of things with no chance of disaster (thus the '1 turn doing
nothing' bit and the 'cant Dead Run if within 30"' bit).
> > Also: Can a champion use more than 1 stupendous feat to avoid a single
> > event? we were playing that they could use more than 1, but decided it
> > would bring them a bit more balanced if they could use only 1 per event
> > (such as a single salvo that hits).
>
> It's up to you of course, but the way we handle it is, if the champion blows a
> stupendous feat, he has to deal with the consequences of failure. He can use
> his next stupendous feat to try and avoid the consequences of failure, but he
> can't use it to try and make things as if the first feat had never failed
> (unless he has a stupendous ability to travel backwards in time).
>
> An example off the top of my head: the enemy launches a javelin at your
> champion with a high-powered mangonel. The champion uses his first feat to
> leap to one side and catch the javelin out of the air, but misses the roll:
> the javelin hits him right in the gut. The champion uses his second feat to
> flex his abs so hard that the javelin bounces right off of them, but blows the
> roll again. Besides the fact that he has given himself an abdominal hernia,
> the javelin pierces him thoroughly, which is inordinately painful. He uses
> his last feat to make himself lucky enough that the javelin missed all
> important organs and failed to sever any intestines. He finally makes the
> roll, and may now continue fighting despite the javelin sticking out of his
> midsection. He will most likely be Stunned until he can get some medikal
> attention, and he will have to put up with the nickname 'the Fighting
> Shishkebab' for the rest of his days.
...That's kinda what happened. Tho I guess we were a bit too flexible with the failed roll
rule. When the champion failed the roll, they should have been stuck in the explosion, but
we let them roll again (I guess to un-twist their footie or whatever left them in the
disaster).
--
...you can go back to ignoring me now...
wubwub
stephen f roberts
wamalug guy (http://wamalug.org)
Jain's Guide (http://wildlink.com/lego/jain)
Visit the wildlink (http://wildlink.com)
lugnet #160
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Message has 1 Reply: | | Re: brikwars and vehicles... and stupendous feats
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| (...) Hoverboards are supposed to be Johari-specific anyway, one of the advantages they get for all the disadvantages their Civilization has. Nah, running up against a fortified position, a troop transport only serves as a good way to keep all your (...) (24 years ago, 23-Aug-00, to lugnet.gaming)
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Message is in Reply To:
| | Re: brikwars and vehicles... and stupendous feats
|
| (...) What kind of a game objective were you going after? Some kinds of battles just don't lend themselves to the heavier machinery. Was this part of Jason Rowoldt's jailbreak scenario? I wouldn't have brought any heavy machinery into that. Under a (...) (24 years ago, 21-Aug-00, to lugnet.gaming)
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