Andy Chambers

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  • #170046
    Andy Chambers
    Participant

    Hi Nat

    In both cases it depends on whether it’s a situation where you can add Pilot Skill.

    So for Firepower with FP0 you can still shoot with Firepower 0 + Pilot Skill. We’ve taken to showing a ‘-‘ Firepower rating for planes with literally no forward firepower which can’t shoot using Pilot Skill, but a lot of the older cards tend to show Firepower with a 360 icon to denote purely turret firepower. You never add Pilot Skill to Turret shooting so those planes are effectively Firepower ‘-‘ too.

    Likewise for Agility; if you could dodge by adding Pilot skill then you could still try even if AG0, but it’s worth noting that multi-engine planes can’t add Pilot Skill to their dodge unless they are Agile (Mosquitoes, Me110 and the like). Non-Agile, AG 0, Multi Engine planes can’t Dodge at all so would auto-fail any dodge they were called on to make.

    Hope that helps, I’ll update the FAQ with your questions.

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    #170045
    Andy Chambers
    Participant

    Hey there Findo, glad you’re having fun. To your questions:

    1) Yes you could be driven off the board by a flame attack. If the scenario has provision for models coming from off-table you could use that to bring the crispy individual back into play. If you get this happening a lot then do the last ditch Cool test as you suggest, but in general I’d view this as a harsh lesson not to lurk at the edge of the table.

    2) Yes I rate areas of gas or Time trap victims as an obstruction so +1 Resist for the target if the line of fire passes through them. Honestly I give out +1 Resist for anything without a completely clear line of fire.

    3)You’d need a destroyed result to wreck/remove a vehicle. Once at 0 Cool it would stop working but stay in play as a piece of terrain – you might even allow models to still use mounted guns on it.

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    #161691
    Andy Chambers
    Participant

    Thanks for the translation.

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    #161688
    Andy Chambers
    Participant

    Yes, particularly with eye to single engine bombers now being readily available I’ve relaxed restrictions on the bombers so they can wiggle for their lives.

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    #161355
    Andy Chambers
    Participant

    Hi,

    Any Time weapon can be used to cancel a Time Trap – even potentially another Trap. The Time weapon used for this purpose doesn’t have any effect other than to cancel the trap.

    You’re correct about the range on Low Down O’Phee and Skull’s Stormers – it’s a typo and it should be 24″.

    You can find a set of FAQ and Errata very kindly collected and hosted by Gordon Bissell here: https://thebissler.blogspot.com/2018/10/strontium-dog-miniatures-game-rules.html?fbclid=IwAR2vmwxGoku8ikELUsUx-SeOA-078swYSN9rceFJWNxF8baaBtC-9Lwe_dE

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    #160001
    Andy Chambers
    Participant

    Updated FAQ here as I couldn’t find where it usually lives on the forum.

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    #159999
    Andy Chambers
    Participant

    Aaand on the two additional multi-engine/ turret questions.

    A multi-engine plane returning to base would inflict one boom chit plus whatever booms it was already carrying as Nat says.

    The Accurate Ace skill could be applied to the turret I guess, but it is not a reaction card so it could only be played on the turret shot taken at the end of the aircraft’s activation.

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    #159967
    Andy Chambers
    Participant

    On the card backs; the fact they have different graphics on the back kind of lives in the ‘it’s not a bug it’s a feature’ category. It’s imagined you’ll be cycling cards through your hand pretty fast under normal circumstances so knowing what you’ll get off the top of the deck next is not a big factor and more than balanced off by your opponent being able to see what cards types you currently have in your hand (theatre and doctrine cards have different backs too btw). If you find it off-putting some players use card sleeves with paper inserts to blank off the card backs for full fog of war.

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    #159965
    Andy Chambers
    Participant

    From the FAQ, it was actually updated with these turret questions last month so we’ll make sure the newer one is made available:

    Turrets
    Q: Aircraft with Turret firepower can shoot at the end of an aircraft’s activation – does the turreted aircraft need to have a higher advantage level than the target?

    A: No, turret shooting doesn’t need to have Advantage to target an enemy aircraft.

    —————————————————————————————————————————
    Q: Does turret firepower shooting provoke a head-on attack if the target’s forward arc is towards the shooter?

    A: It does not

    —————————————————————————————————————————
    Q: Do turrets act as ‘wingmen’ for the purpose of preventing tailing?

    A: No they do not prevent tailing, much as their real life crews wished that were true.

    Q: Do turrets have the opportunity to shoot at the beginning of an aircraft’s activation?

    A: No they do not. Turrets only get a shot at the end of the aircraft’s movement.

    —————————————————————————————————————————

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    #159112
    Andy Chambers
    Participant

    Then all I can say is my hat’s off to that level of precision flying, roll a dice for it 🙂

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    #159110
    Andy Chambers
    Participant

    My advice is to take a straight edge like a ruler or book spine and line it up above both sides of the plane’s base so its running along the arc lines on the pilot disc and extending them outwards in effect. Things can often look close when you eyeball it but are actually not. I’ve genuinely never had a case that was too close to call when using the ruler method.

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    #159104
    Andy Chambers
    Participant

    In the unlikely event of it being

      precisely

    along the line you’ll have to roll a dice or flip a coin for it. I can’t honestly ever recall this happening.

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    #158922
    Andy Chambers
    Participant

    There are some repeated cards in the expansion sets for players who don’t want to get the base game but fancy collecting a few planes. I’ve tried to balance that out with totally new things as well like equipment and new theatre and doctrine cards.

    The expansion sets avoid doing cards for models that will come out as squadron boxes, but they do include variants on those models – I think the Soviet one has three different Yaks in it if i remember right.

    For squadron boxes we usually only do a single profile card but we have done some with two profile cards. We’ve kind of wobbled around on that one to be honest. I’m still not sure what the best route is there. My original plan was to have multiple profile cards for each core squadron in the box so you could play early, mid and late versions but that got nixed.

    Oops on the typo.

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    #158921
    Andy Chambers
    Participant

    For measuring ranges its base edge to base edge. If using the sabot bases use the original base edge and ignore the sabot itself for measuring ranges.

    To determine shooting position draw a straight line between the shooter and target going from base stem to base stem. The facing arc the line passes through determines the shooting position.

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    #158920
    Andy Chambers
    Participant

    Assuming it’s a multi-engine plane. It drops one advantage level if it fails to dodge, none at all if it dodges successfully.

    Keep in mind that unless a multi engine plane has the Agile Positive trait (used for Mosquitoes etc.) Pilot Skill doesn’t get added to Agility for the dodge. That means it’ll likely be rolling to dodge on one dice at best, or none at all in a lot of cases.

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Viewing 15 posts - 1 through 15 (of 50 total)