Troy Hill

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  • #162932
    Troy Hill
    Participant

    I agree with Topher of the Juggernauts (as heard on the War Room with Paul)… BA needs at most a clean up of the main rule book. There are some sections that get confusing. Some that have been FAQ’d, and a few rules that do need tweaks (multi-launchers, Tiger Fear).

    Running a version 2.5 would be a smart move. And for Pete’s sake, get it out early for playtester proofing. Most of the problems (beyond typos) in the V2 book are because section F doesn’t mesh with the same rules stated differently in section Q (can a vehicle both advance and reverse in the same turn?) Let the players find those errors.

    We’re gamers. 90+% of us have to have the “NEW SHINY” and will purchase the rules even if they’re released in PDF without photos for proofreading. Those that won’t purchase, will probably use a pirated version anyway.

    #152550
    Troy Hill
    Participant

    The idea I worry about is being portable.

    Not the smoke, but the ability to pick up from Southern California, and pop into a shop in Edinburg or Nottingham or Cardiff when I finally get to the UK.

    Or to Melbourne, or even to Indianapolis…

    and know that we’re at least beginning on the same page in the book. That there is an understanding that – here’s the system. This is how THIS game works.

    You can then say “here are our house rules…” But, is the starting point the same?

    #152533
    Troy Hill
    Participant

    Can you fire those weapons first, so the rest of the weapons on the same boat can potentially benefit? Or is all shooting simultaneous?

    Back to the original question:
    I believe the answer is No.
    take a look at the revised (from errata) table for “Firing Guns” (for pg 102 of the rulebook)
    A reading of the order of shooting shows that placing plumes happens after “Roll to hit: 1d10 per weapon system firing” followed by rolling damage – then placing plumes.

    Also, since the target for each weapon has to be declared before any firing – page 10 – I’d say that the spirit of the rule is weapons on a boat fire simultaneously, not giving plume benefits to the other weapons on the same boat.

    #152532
    Troy Hill
    Participant

    Hint: I just noticed the points column of the ship rosters say “Fully Loaded Points” which appears to answer my query above.

    But, to make sure, I could drop smoke from a boat to save 5 pts and get in under the wire on building a list to specific point limit.

    I believe I understand this layout. 😉

    #152490
    Troy Hill
    Participant

    Think of it this way… how many more sets would some gamers be purchasing just to set each boat up with the correct guns/bridges/options for that particular variation?

    #152481
    Troy Hill
    Participant

    Also, I don’t have a book (store was sold out)

    what is the point cost to swap the Quad 20mm for the 3.7 gun on the S-100?

    #152479
    Troy Hill
    Participant

    Well, looking at the sprue, there seems to be ample room to add a weapon or two. Just slide the boat hulls down to one end, and add at least a gun to each of those channels.

    Or, add an options sprue.

    Or, put the S-100 (two hulls) on one sprue, and the S-38 (two hulls) on another sprue – each with options as Warlord is good at with their Bolt Action Infantry.

    Still, for their lack of options on this game’s sprues, I’m enjoying the game and the building of the boats.

    Now I have to head off and get a British flotilla today

    #152407
    Troy Hill
    Participant

    Does anyone have a link to the painting guides from the CS Box?

    #147676
    Troy Hill
    Participant

    Is this that rule?

    “Damage on Artillery units” it specifies that with small arms fire “cannot damage the gun itself. Casualties are always taken from amongst the crew even where exceptional damage is caused. Heavy Weapons fire is also resolved against the crew in the same way…” and it makes an exception for Heavy Weapons fire, which CAN kill the gun’s firer to take out the gun itself.

    The question becomes, what constitutes “Artillery” in the rules. Reading the Artillery section, just about any big gun, indirect or direct fire, is included.

    But, is a mortar an artillery piece? Sense would say, no, it’s man-pack weapon, but the description of a mortar includes “…proving short-ranged artillery support…”

    I like Allesio and Rick for game writing, but they always seem to leave out a few descriptions that would clarify a few situations that rules lawyers are likely to argue if it gives them an advantage.

    #147368
    Troy Hill
    Participant

    How then, should we discern which text in the paragraph descriptor in the Army Lists are “fluff” and which are rules?

    This appears rather confusing with no rhyme or reason.

    #147273
    Troy Hill
    Participant

    actually, they are different points:

    Armies of the USA pg28 Reg: 52 or Vet: 67
    Armies of Germany pg35 Reg: 50 or Vet: 65

    The only difference I can see is the ability to upgrade the US Sniper teams pistols into SMGs, which they pay for by the weapon.

    Is the 2 extra points for the swapping roles, or for the ability to add SMGs instead of pistols?

    #147212
    Troy Hill
    Participant

    Now that I’ve had feedback from a number of sources, I can see the merit in:

    1. Announce intent to advance and shoot
    2. Measure farthest move distance & mark with a die.
    3. Adjust position up to that, using laser line to find the best legal firing line
    4. position unit legally and accordingly.

    That seems to keep the spirit of the “no measure” rule since the troops on the table don’t have the bird’s eye view the players do.

    #146832
    Troy Hill
    Participant

    There is another side to the question of Arms and Weapons:
    New Players and the frustration of trying to glue on all of those arms, and weapons.

    I had 50 dudes in my US Starter box.

    That was 100 annoying plastic arms, and 50 separate weapons to try to line up, glue on, cuss a bit, straighten arm #1, cuss a bit more, line up the weapon again, cuss a lot more! and reposition arm #1 (and sometimes arm 2 again)…

    In all, assembling that box-set took three months. I really didn’t want to look at another individual arm again.

    Painting was fairly easy compared to all of the cussing… I mean assembly …of those #$#%@*$%^#$%@*$%@#$%@$% arms and weapons.

    Perhaps an add-on sprue set with individual arms and weapons in the annual sprue sale would be a good compromise between the newcomers to the game you don’t want to drive away, and the established vets who are down with all of those arms.

    I still have nightmares about those 100 arms and 50 separate weapons – ugh!)

    #142236
    Troy Hill
    Participant

    I may be starting a DAK army soon… Drat. Told my wife I was done buying minis 😉

    #140763
    Troy Hill
    Participant

    AMBUSH QUESTION:

    Ambush seems to have two times that it can be used after it is placed:
    1. Any time a target unit moves. Flip the die to FIRE and roll to hit as normal once you indicate where the moving unit stops to be fired at.

    2. End of the turn… you look and say “Oh Crikeys! Forgot to fire that unit. I’ll do so now before we go to next turn…” — At this point, you would need to make a check to see if the ambush actually triggers (4+)

    Am I reading this correctly? NO 4+ check to use ambush on situation #1 (They’re moving… SHOOT!) but there is a check to see if the order go through if you try to use it as an end of turn situation.

Viewing 15 posts - 1 through 15 (of 16 total)