Athistaur wrote:
Hi,
I did read your rules.
Some thougths out of my head.
Thanks for reading and input
Quote:
- You roll a d10 to score a 10+. You have a rule that if you can't score a 10 (because you got a -1 for example) you may still hit if you roll a 10 followed by a 4+. While this may work in terms of chances, i don't see that this rule is needed. I dare to say that players would find this rule hard to remember and unnecessary.
I added the rule mainly because of the VMB and missile pods. Since they have dual modes sometimes you get the chance of hitting to be 10+ fo easy mode and 11+ (or about) for hard mode. If you always hit on a 10 then it means that in the really hard to hit circumstances then taking the harder route would be easier!. I was taking an idea from WHFB where you could get rolls to hit of between 7 and 9+ on a D6. I thought the massive variance was too complex so simplified it.
what would you suggest?
Should I leave it a simple 10 always hit and allow quantity to hae a quailty of its own?
Quote:
- Your movement modes are complex. This may or may not be intended. However, i suggest you make a table with all movement modes AND the modifiers they cause.
They do need simplifying. I might make it into a table with minimum and maximum stride, extra turns and I could add in the perception modifiers. I wanted all of the lock on modifiers in one place, but I can repeat them so you know what you are getting yourself into.
the plan was that you could choose 1 of 3 rates of movement. higher rates of movement increase distance covered, but reduce the chance to lock on. Added to these are reverse and turning on the spot (so agile titans can't eaily hide behind slower ones).
Quote:
- Characteristics; Something is strange with ballistics and ranged, you mixed those words.
Probably, damn dyslexia, where have I screwed up so I can fix it?
Quote:
- Allowing to shoot at any point in movement can cause exploits, Pop up behind cover shoot, back to cover...no return fire at all. (While this is a good and usual tactic, the point is, it allows no return fire at all, even if the victim would already be shooting streams of metall with a gatling in the direction of the cover.)
Most titans have limited turn arc which means shooting in the middle of a movve isn;t that useful for getting into cover. Unless you are running for the cover and take a shot halfway across the open ground.
The only titans that can really benifit from easily jumping in and out of cover are the Eldar, who deserve it (pansy xeno cowards) and nids who wouldn't want to jump back into cover, rather keep on running at the enemy.
I am planning on added overwatch rules to catch opponent engines trying this tactic.
Quote:
- For Limb Weapons i have good experience with the following: Front 90° AND the side of the limb 90°. Still amounts to 180° but it's rather important which side the limb is. If you go for detail i would strongly recommend it.
I think I get what you mean. each weapon limb has 180 degrees fire arc, but not directly forwards. so each arc is ofset from the centre by 45 degrees.
I like the idea, as it stops a warlord from firing its left limb diretly to its right. I might use a reduced version of this. So a left limb can fire from 90 degrees left to 45 degrees right and visa versa.
Quote:
That's it for now. While i doubt I'll find the time to test your rules anytime soon, at least you know someone did read them.
Cheers,
Athistaur
well thanks for reading them. Feedback isreally useful and appreciated. nce I start getitng point costs sorted you should give it a go. games with 4 titans a side take about 30 to 45 minutes.