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Made in us
Widowmaker





Virginia

I just checked out the game and it looks pretty smooth but I was wondering how far the flamer type weapons shoot. They say [25] IF, Projection.

2012- stopped caring
Nova Open 2011- Orks 8th Seed---(I see a trend)
Adepticon 2011- Mike H. Orks 8th Seed (This was the WTF list of the Final 16)
Adepticon 2011- Combat Patrol Best General 
   
Made in us
Dakka Veteran





Flame throwers are a sub-set of weaponry called "Indirect Fire" weapons in AT-43. Mortars, flame throwers, and grenade launchers are the usual suspects.

"25" is the range in cm from the weapon bearer to potential target. The weapon is an auto-hit. The damage characteristic tells you the radius of the weapon in increments of 10cm, so a rating of 3 is a 30-cm radius circle using the game template, for example.




"Success is moving from failure to failure without loss of enthusiasm." - Cliff Bleszinski

http://www.punchingsnakes.com 
   
Made in us
Shas'la with Pulse Carbine





25cm
   
Made in us
Widowmaker





Virginia

cool, thanks

2012- stopped caring
Nova Open 2011- Orks 8th Seed---(I see a trend)
Adepticon 2011- Mike H. Orks 8th Seed (This was the WTF list of the Final 16)
Adepticon 2011- Combat Patrol Best General 
   
Made in at
Speedy Swiftclaw Biker




Austria-Graz

Cairnius wrote:Flame throwers are a sub-set of weaponry called "Indirect Fire" weapons in AT-43. Mortars, flame throwers, and grenade launchers are the usual suspects.

"25" is the range in cm from the weapon bearer to potential target. The weapon is an auto-hit. The damage characteristic tells you the radius of the weapon in increments of 10cm, so a rating of 3 is a 30-cm radius circle using the game template, for example.





ALthough the answer is given before me, I prefer to clarify this message of Cairnius which is quite wrong

Flamers besides being idirect fire are "Projection" weapons, so far ONLY flamers are projection; this weapons do not roll to hit (i.e.as Cairnius explained, if your target is at 25 cm from the flamer fighter, then it can be hit)

However as you do not roll to hit, there are no succeses so each flamer will allways be the area of effect in cm based on the charatceristics of the weapon, most flamers are 3-4 cm of radius (not 30cm as Cairnius explained) and will NEVER increase as other indirect fire weapons

Each flamer can shoot a different miniature or evebn different unit, those are the advantages of projection, each weapon fire separately.
   
Made in us
Dakka Veteran





The road to hell is paved with good intentions.

"Success is moving from failure to failure without loss of enthusiasm." - Cliff Bleszinski

http://www.punchingsnakes.com 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Flamers are nasty but the short range balances them.

Projection should be fully seperate from indirect fire and indirect fire needs changing. most notably non flamer template weapons should not ignore cover, they are just too deadly when they do.

I have had players give up and walk out on AT-43 within a couple of turns because of the assinine indirect fire rules.

The relevance of this is that for decent balanced play you need to house rule indirect fire. AT-43 indirect rules suck and need a radical change, either in your own home or in the studio in France. Ironically if you think the template rules are rather odd and get the feeeling they are not being played right its not an indicator that you are playing the game wrong, very likely the opposite instead.

This message was edited 1 time. Last update was at 2009/08/20 20:08:43


n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in at
Speedy Swiftclaw Biker




Austria-Graz

Orlanth wrote:Flamers are nasty but the short range balances them.

Projection should be fully seperate from indirect fire and indirect fire needs changing. most notably non flamer template weapons should not ignore cover, they are just too deadly when they do.

I have had players give up and walk out on AT-43 within a couple of turns because of the assinine indirect fire rules.

The relevance of this is that for decent balanced play you need to house rule indirect fire. AT-43 indirect rules suck and need a radical change, either in your own home or in the studio in France. Ironically if you think the template rules are rather odd and get the feeeling they are not being played right its not an indicator that you are playing the game wrong, very likely the opposite instead.



Flamers are nasty but the short range balances it... Well in my experience, with a triplete of Molots is that the enemy concentrates EVERYTHING on them before they reach their lines, maybe they dont kill much but it lets the other units in your army "free" to do other stuff...

I believe that indirect fire should be deadly and ignore cover as it come from up, for me the most important thing is to make them scatter more as its usually very precise, even when it scatters 10cm some units can be grounded nevertheless

And even tough you may not agree, if you take care of your units and opreven LoS they cannot be hit, I dont think house rules is the spirit of the any game for that matter. I really hope RE changes indirect fire scattering but i hope they dont nerf it as much as you ask. Artillery is deadly and should be kept that way
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

True artillery is deadly, but foxholes do work.

you should get a -1 save penalty at maximum. So 6+ if in cover 4+ if you take cover against artillery.

at the moment its a slate cleaner.

I agree about the Molots, I only have one so far but its scary, and have more coming in the next/current mail order. Though admittedly this is equally because Molots are the only * strider still going cheap.

Incidentally the Baal Golgoth has a nasty flamer weapon and is also fast, but I havent seen it used in a game. my opponent never really wants to close with the Baal. Wheras everyone just expects Molots to suicide rush. I am starting to think of Molots are second wave area denial lurkers. With a warning: get within 45cm of this vehicle and you will be fried in short order. I think the Molot is the sort of vehicle you want to activate late in the turn.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in ca
Fresh-Faced New User





Canada

Bwaaaaa hahahahaha I have 4 molots.

And yet still lose to those damn dirty apes.
   
 
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