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Made in us
Longtime Dakkanaut





EMF`s activation

Since EMF wasnt to keep some flexibility the Destroids move up. Luckily for them it's just enough to get a couple bioroids in sight.

Both Defenders attack first trying to take out a different blue. The Gladiator/Spartan and the Tomahawks will also shoot at one of the blues. Due to them all being close the Destroids get +1 to their Target Roll due to Close Formation. The Blues have a Target Rating of 9 while on the sleds. The farther blue is at 29 inches. The Radar X/Defenders gun have a base range of 9. That means the Defender will use a D6. Since he has Anti-aircraft he gets an additional +1. He has a GN of 2 with +1 for Close Formation and +1 for AA. He needs a 5+ to hit.

He rolls a 4

The second Radar X is at 26 inches and can use a D8

He rolls a 7 doing a possible 8 damage. Even adding +2 to the Target Rating with a Leadership Point the blue will be hit so that player won't bother. The Radar X makes his Penetration Roll. The Armor Rating on the Bioroid is 5/2. Rolling a D10 he gets a 4 doing half damage. The Masters could use one of their four Leadership Points to boost the Armor by 2 to a 7/4 but the hit would still meet or exceed the lower armor value and still do half damage.

The defender rolls a d6 to see if the sled or the bioroid was hit. On a 1-3 the Bioroid is hit. On a 4-6 the Sled was hit.

The roll is a 6 and the sled takes four points.

The Excaliburs are at 26 inches for the normal one and 31 for the Officer. The Heavy Particle Cannons have a base range of 10. The missiles have a range of 24. The standard Excalibur attacks and rolls a D8 and gets a 5 hitting. The Masters player spends a Leadership Point to boost the Target Rating but is countered by the EMF player.

The Cannons have Heavy (1). This will add +1 to the Pentration Roll. The Roll is a 7....8 with the +1. The sled is hit again. The Bioroid will fall down and land on his feet if one of the other attacks does not kill him. Remember all attacks from units in Close Formation are simultaneous.

The Officer also hits, rolling a 6, and does full damage. This time the Bioroid is vaporised.

The Gladiators attack is wasted.
[Thumb - Destroids start getting into position.jpg]

[Thumb - Destroids get into position.jpg]

This message was edited 1 time. Last update was at 2016/06/27 23:18:00


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Bioroids swing acrosd high and to the opposite flank. The Green goes on overwatch.

Now which group of Falcons will make a move. The unit without an Officer or the small squad with an Officer?
[Thumb - Bioroids swing across the top.jpg]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





EMF fighters move up on the Bioroids. The Green is on Overwatch and gets a first shot. The Fighters are also really fast and hard to hit and have a Target Rating of 9. The Green has a GN of 3. His range allows him to roll a D6. He gets close and rolls a 5 but still misses.

The fighters fire back with 4 missiles at each Bioroid. The GN in fighter mode is a 3. Missiles have a fixed range to hit and use a D10. The blue is hit 3 times due to some excellent rolls and the Green is hit twice.

Both Bioroids try their luck with Anti-missile. A D8 is used for anti-missile. The blue uses his saved action point to add +1 to his roll but rolls a 2. The Green has anti-missile with his head cannons and will use his action to boost his roll by an additional +1. The Green rolls a 4 and with the +1 for anti-missile and +1 for the extra action he gets a 6. All anti-missile rolls need a 7+.

The defender rolls three dice to see if the Blue's sled was hit or the bioroid. All 3 hits hit the bioroid blowing him to atoms.

The Green rolls and is hit with one missile to each the bioroid and the sled. The Penetration Roll on the one hitting the bioroid does half damage while the sled is destroyed.

The Green lands, damaged, on his feet.

Next activation he could call the Blue's sled that was undamaged if he wanted to.

The fighters climb a to level 2 and move forward just a bit. Flying up will add some range to the attacks from the bioroids.
[Thumb - Fighters make first move and attack.jpg]

[Thumb - Fighters climb and end their movement.jpg]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Blue Veteran squadron is left. They all have three actions. They zoom up 24 inches to attack the veritechs using 2 actions each. Players uses 3 Leadership points to Rapid Fire with each bioroid in hopes of killing a veritech. The player uses his remaining Leadership point to boost the Target Rating against one of the attackers and places a pinned marker "borrowing" two more actions in order to boost againt the other two attackers. The player is still hit three times for 5 damage each. The Penetration roll for one of the shots does half damage though for a total of 12 of the 14 damage points that it can take.

Being pinned means that next turn he wont be able to move or shoot.
[Thumb - End of turn 1 closeup.jpg]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





The veritechs move up and fire missiles at the Green and Blue bioroids. The Officer fires 6 short ranged missiles and hits with a couple but they are quickly shot down by the Green's head laser. The other fighter fails to hit the blue.

End of turn 1.
[Thumb - FB_IMG_1466911513736.jpg]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Turn 2. EMF rolls initiative and gets to activate first.
[Thumb - Start of Turn 2.jpg]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





The fighters go to guardian mode and each make two attacks on the bioroids. One with missiles and one with guns.

The Officer, with a GN of 3 needs 7s to hit the Green. He fire 6 Short Range missiles and hiis GU-11, using two actions and fires his GU-11 at the blue using his third action point.

The Green is hit by two missiles which he shoots down.

The blue bioroid is hit by the GU-11. He uses a Leadership point to increase his Target Rating but the EMF player spends one countering it.

The other fighter shoots missiles and his guns at the blue next to him and manages to destroy the sled.
[Thumb - Guardians on the attack..jpg]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





The other bioroid squad remain still and unloads on the fighters in front of them. The Green and a blue focus on the fighter farthest out. Both fighters take damage but survive.

The other two fighters go to battloid. The closest can only remove his pinned token. The second moves into cover and fires on a Green.

The Green is hit but uses a Leadership Point to boost his Target Rating, essentially dodging the shot.
[Thumb - FB_IMG_1466950058499.jpg]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





The other bioroid squad activates. The Green moves up into short range while the blue unloads.

The blue takes three shots. Two at the wouned guardian and one at the Officer.

The trooper gets to use d12 on the wounded guardian. The guardian places a distressed token out boosting hit Target Rating by 2 up to 10. The bioroid needs 8s to hit.

Unfortunately both hit. The player tries to boost his armor to deflect some of the damage by rolling with the hits but is shredded.

The blues third shot is at the officer and is short range so uses a d10. The Officer knows he is going to get swamped and uses a pinned token right off to evade shots from both bioroids. The blue hits but rolls a four on the Penetration Roll and only does half damage.

The Green hits the Officer once, also doing half damage.
[Thumb - FB_IMG_1466950290009.jpg]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





The Destroids move up to get into the action. The anvil to the hammer of the fighters.

A Radar X and an Excalibur target a Green obscured by a tree. The Radar X misses but the Excalibur thinks it will have a better chance using missile and fires a volley. He gets one hit doing 6 damage to the Greens 7 almost killing it.

The other destroids attack a blue and miss.




Automatically Appended Next Post:
The Green takes two shots at each battloid in front of it destroying one of them.

Three bioroids down and a severely damaged Green vs two fighters down and two damaged.

EMF wins the initiative
[Thumb - Destroids move up.jpg]

[Thumb - Attacking downrange.jpg]

[Thumb - Destroids attack a blue.....jpg]

This message was edited 2 times. Last update was at 2016/06/28 00:02:34


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





The destroids move up hoping to do some damage.

The Radar X and Excalibur decide to kill the damaged Green while the other Radar X and Officer take on the blues. The Gladiator takes on a blue by himself.

The Green on foot has a Target Rating of 8. The Radar X rolls a 10. The Green shatters into a hundred pieces while the Excaliburs shots further punish the debris.

The Officer in the other Excalibur shoots missiles and his heavy partcle cannons at a blue while the Radar X waits a second to see if he can shoot the next blue behind him.

The blue uses an action placing a pinned marker to boost his Target Rating by 2. Lucky for him only one missile hits. It hits the driver and not the sled but only does half damage.

The Radar X manages to roll a 9 but the bioroid player spends a command point to evade that hit as well.

The Gladiator shoots a volley of 4 missiles at another blue hoping to ensure a kill. He would have hit three times but the player uses a pinned token to use anti-missile and shoots the missiles down handily.
[Thumb - IMG_20160626_200013629.jpg]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





The blues move up and start to flank the destroids.

On the attack. The bioroids finish off a battloid and take out a Radar X.


Automatically Appended Next Post:
The Falcon Officer removes his token using their one Leadership point and takes three shots, two at the Green, one with the GU-11 and one with missiles, and another at the Blue. He misses the blue and manages to damage both the Sled and the Green Bioroid himself, but not enough for a kill.

Now the last 2 Bioroids get to fire back.

Well, the Green damages the Falcon Officer even more and the Blue manages to almost kill the Gladiator. Problem is.....the Earth Forces won initiative for turn 3. If the Master's had one they might just win the game. Since they lost, the Destroids are likely to finish them off. It's a close game. The extra actions and high rate of fire on the Bioroid's Gun Pods as well as their extreme maneuverability makes them work the price one pays for those sleds. If the Destroids can't do some damage it may likely go in the Bioroid's favor though

The Earth Forces win the initiative and activate the destroids seeing if they can seal the win.


So the Gladiator gets lucky and rolls a 10 obliterating the Blue confronting it. The Radar X torches another hitting the bioroid and not the sled. The pair of Excaliburs manage to hit the other bioroid once, also hitting the bioroid and not the sled and sending it to oblivion. Some really lucky attacks end the turn fairly quickly as the remaining bioroids flee.

The balance seems really good, cost wise and stat wise. The Bioroids not managing to get initiative two turns in a row turned the tide really quickly into the EMF's favor. If the initiative had gone the other way the Masters could have easily won.

I really like the way the range and dice work. A poor pilot with longer range can help make up for some of his bad gunnery, while an excellent pilot with short range can hit a bit better at farther out. So good gunnery is key and Close Formations can be not only boost the chances of hitting but also the chances at hitting targets further out.

Missiles and their longer ranges work as you would expect. I might change missiles to use a D8 instead of a D10.

The high Target Ratings also made a huge difference. I think that changing the bonus from +2 to +1 when spending an Action or Leadership point might be more realistic. +2 seems a bit much. Or allow a player to have the option to use a single action point for +1 AND also allow a player to use a Leadership Point for an additional +1. So the Action Point would be the pilot dodging and the Leadership Point would be like the Officer warning the pilot to back off or to take cover.



[Thumb - FB_IMG_1466990326550.jpg]

[Thumb - FB_IMG_1466990626453.jpg]

This message was edited 2 times. Last update was at 2016/06/28 00:09:14


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Card Updates...working on improving the format so I can move on to Battletech Conversions. New Formats are the first pics and the older ones are the second.
[Thumb - Slide1 New.JPG]

[Thumb - Slide1.JPG]

[Thumb - Slide18 New.JPG]

[Thumb - Slide18.JPG]

This message was edited 9 times. Last update was at 2016/07/21 15:17:47


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in ca
Regular Dakkanaut





Mike....i would suggest NOT having all missile options on the card but just a separate card for each misdile load. Even the standard vf card looks crowded with all missile options on it.


Automatically Appended Next Post:
Yes it means what? 3 more cards per vf type. I woukd rather have that than a cluttered/crowded card or for that matter need 2 cards for one unit because it has stuff listed i am not even using.

This message was edited 1 time. Last update was at 2016/07/21 16:50:03


 
   
Made in om
Longtime Dakkanaut





Muscat, Oman

I do think the new layouts look better. I would probably still recommend having the model name stand out a bit more; maybe just increase the text size and/or set it to bold.

There is something to be said for the idea of an "add-on" card for each different possible loadout; I think Malifaux does something like that? It might get too messy if there's too many combinations available, but right now you are having to squeeze a lot of information onto some of those cards.

--Lord of the Sentinels Eternal-- 
   
Made in us
Longtime Dakkanaut





Soul Samurai wrote:
I do think the new layouts look better. I would probably still recommend having the model name stand out a bit more; maybe just increase the text size and/or set it to bold.

There is something to be said for the idea of an "add-on" card for each different possible loadout; I think Malifaux does something like that? It might get too messy if there's too many combinations available, but right now you are having to squeeze a lot of information onto some of those cards.


Now that is a good idea......I could maybe just do a subcard that only has the optional missile loadouts on it instead of entirely new cards.

Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





So here is an example of the Radar X with a separate Upgrade card. The main card is 3 x 5 and the upgrade card 3.5 x 2.5 or standard card size
[Thumb - Slide4.JPG]

[Thumb - Slide1A.JPG]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





The Gladiator
[Thumb - Slide6.JPG]

[Thumb - Slide2A.JPG]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





or the Spartan...I'm not sure on this. You can make things larger on the cards though. I already added 1/5 inch to the size of the damage silhouette.
[Thumb - Slide8.JPG]

[Thumb - Slide3A.JPG]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in ca
Regular Dakkanaut





I am still not solx kn using two cards for a unit. Its why i refused to use the official rrt cards and used yours instead.
   
Made in us
Longtime Dakkanaut





jaymz wrote:
I am still not solx kn using two cards for a unit. Its why i refused to use the official rrt cards and used yours instead.


I agree and so do some on the Nodal Wars FB page so I went back to this....I added slots to place unit # or designation and also to mark off to show upgrades. I might turn the upgrade boxes into circles to mark off.

[Thumb - Slide7.JPG]

This message was edited 2 times. Last update was at 2016/07/22 13:04:55


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in ca
Regular Dakkanaut





Ok that can work since then you just tick off each "upgrade"

Vf 1 could list sdf1 nose guns, and each missile option thus tick off which missiles ypu are using.

Not sure if it will cut the clutter on a super vf or not.
   
Made in us
Longtime Dakkanaut





Ok, so here is the VF-1S.....to go from this to the Super I'll need to make either a bigger card OR the lettering will be even smaller. The Hailstorm missiles will replace the Tail Mounted ones so no worries there. The problem comes IF I want to make the Strike Option on the same card. I'll probably have to make a separate Strike Variant card.

If I do I wonder if it would be worth it to alter the missile options some?

Maybe, since it will have a volley of 4 instead of 8 have missiles that are more advanced?

Or maybe missiles with a shorter range but that do more damage?

Would it be cool to change the wing mounted missile options too to make the strike variant a bit more "unique" compared to the Super?


Automatically Appended Next Post:
Example
Hailstorm
Range 18
Damage 8
Volley (4)
Ammo(6)

New Mediums on Wings
Range 42
Damage 7
Volley and Ammo the same

New Wing MLOPS
Range 21
Damage 1 each
Rapid Fire
Volley and Ammo the same
OR
Range 12
Damage 3
Volley and Ammo the same

New Wing SRMs
Range 30
Damage 5
Volley and Ammo the same

New LRMs
Range 72
Damage 7
Blast (3)
Volley and Ammo the same

Just adding range to some of the packages and reducing damage
[Thumb - Slide23.JPG]

This message was edited 1 time. Last update was at 2016/07/22 15:16:12


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in ca
Regular Dakkanaut





How big are these cards supposed to be?
   
Made in us
Longtime Dakkanaut





3 x 5 cards so fonts are anywhere from 6-10 point

Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in ca
Regular Dakkanaut





What about going 5x7 without changing font size?


Automatically Appended Next Post:
That would still allow two carfs to be printed per sheet of paper.


Automatically Appended Next Post:
And give ypu thecextra space you might need.

This message was edited 2 times. Last update was at 2016/07/23 03:23:17


 
   
Made in us
Longtime Dakkanaut





Going back to 4 x 6 would allow people to use laminating pouches and not have cards quite so big. That is what they all were originally.

Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in ca
Regular Dakkanaut





4x6 then. Should still give enough room to be less cluttered.
   
Made in us
Longtime Dakkanaut





Not sure how well the change to 4 x 6 will be visible here but here is a 4 x 6 and a 3 x 5
[Thumb - Slide1 4x6.JPG]

[Thumb - Slide 3 x 5.JPG]

This message was edited 3 times. Last update was at 2016/07/23 13:51:38


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in ca
Regular Dakkanaut





Let me guess...if you increase the size the tables/fonts increase proportionally?

Can you keep the tables/fonts the same size as 3x5 but on the 4x6 size card?
   
 
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