Subject:
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Re: Brikwars for Beginners (was:Day of the ANZACs)
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Newsgroups:
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lugnet.loc.au
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Date:
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Wed, 2 May 2001 03:10:19 GMT
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Viewed:
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517 times
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In lugnet.loc.au, James Howse writes:
> In lugnet.loc.au, Richie Dulin writes:
> > > P.S. I've now uploaded a excel sheet with my army details on it, feel free
> > > to check it out/copy/use for your self. Having your troops' numbers written
> > > down will save me making them up as we go along...
> > > http://www.brickshelf.com/gallery/chromeknight/anzacpics/welshishish.xls
>
> > An excellent idea (pardon the pun), my wife will point out that it is just
> > fueling my obsessive-compulsive disorder.
>
> *groan*
>
> > > P.P.S. For the Bricktorians, this isn't the final lading list for
> > > QueensB'day but tremble anyway...
> > Can I make two assumptions?
>
> Asumpt away.
>
> > 1) Anything up to TL5 is okay
>
> You'll note that Quirk and Agent Honeybee both have lightsabres (listed as
> TL5lightsabers(11). In the rulebook Lightsabres are listed as TL6 and 10
> points. I've added a point to their cost and taken them in a TL5 setting.
> This makes sense when you consider Honeybee is a favoured agent of
> SheWhoMustBeObeyed and therefore has access to the really spiffy weapons.
> Quirk gets one 'cause he stole one of Honeybee's and refuses to give it back
> (and just TRY taking it off him)...
> On the whole however don't go overboard getting the high-tech item, limit
> them to special characters or experimental vehicles.
Yep...having a tech levl too high may result in a fleet of landing-craft,
space being used by the R.B.R.
> > 2) There is no upper limit on the number and/or power of the troops
>
> Not my call really. But until it's said otherwise there isn't a points
> limit. I've only included the points on the sheet as an exercise. That and
> it's helpful in some cases (like the vehicles) exactly what is included (air
> conditioning holes to Briktorian vehicles will be provided mid-game for no
> charge)
What vehicles...we did well enough in January without them :)
As to points limits...you may be forced to 'cull' some of your force,
depending on what size area we can use for the game.
> As for power, there is a point at which more troops will win a contest
> regardless of the superspecialness of the smaller force. My recommendation
> is not to go crazy trying to tune up troops, it'll only end in frustration
> remembering who is who. (A couple of troops with one or two common
> modifications is fine)
Agreed...January being a good example ;)
>
> > These assumptions being correct (particularly the second one), the 7^2
> > Samurai of the SO SO forces should have some surprises for the Bricktorians.
Really...I think the diver-forces may need to be unleashed.
> James (who isn't keen for a points limit...)
Benjamin Whytcross
[who is also in favor of no limit...providing there's room.]
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Message has 1 Reply: | | Re: Brikwars for Beginners
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| (...) *checks rules* Um, landing craft away then. All the sizes and types of vehicles are available at TL5. 'sides I like vehicles (they make good targets). (...) No vehicles and the fact none of us were carrying area-effect or multishot (...) (24 years ago, 2-May-01, to lugnet.loc.au)
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Message is in Reply To:
| | Re: Brikwars for Beginners (was:Day of the ANZACs)
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| (...) *groan* (...) Asumpt away. (...) You'll note that Quirk and Agent Honeybee both have lightsabres (listed as TL5lightsabers(11). In the rulebook Lightsabres are listed as TL6 and 10 points. I've added a point to their cost and taken them in a (...) (24 years ago, 30-Apr-01, to lugnet.loc.au)
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