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Post by Annerios on Aug 20, 2011 21:09:16 GMT 1
I just wanted some clarification on the army rules.
How many miniatures make up a "stand"? For example is that 3 tanks on one base or 5 or more/less?
Battleships can turn into an infantry or air squadron stand? So, the ship is simply removed at that point? That is...unusual.
I did not see any reference to helicopters, which are often in monster movies. What stats do we use for them?
Would we use the same general rules for a Martian army with small walkers, infantry, etc (except for the Motherships and large tripods)?
I would like to test the army attacking a monster, to see how that classic scenario plays out.
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Post by andrea sfiligoi on Aug 21, 2011 11:27:31 GMT 1
A stand is whatever you want to put on a stand... the number of minis has no bearing on the game. If you play with 40mm monsters, a 6mm stand with one vehicle or 3-5 infantry should look right.
that represents the troops disembarking but I have never played it yet, nor have I been able to give them any point cost until I play. Sure a battleship would stay on the battlefield.
helicopters are just stands with Hover and shooter I guess.
yes to martians but maybe add a big monster or two.
I'll be working on a UFO/saucers list too to be added in the book.
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Post by Annerios on Aug 21, 2011 20:00:10 GMT 1
Thank you. That helps.
I will post a thread with some Martian mother-ships, tripods and war machines I am working on when I finish the stats. Maybe that will help solidify some ideas on that front.
I think one of the big issues right now is not knowing what point range we should remain under when creating our monsters. Some of the monsters in the rulebook have really high point totals, while others are more modest. We are wondering if we need to bring some of the weaker monsters up or remove some options from the really strong monsters like the lizard Mecha.
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pauls
New Member
Posts: 10
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Post by pauls on Aug 22, 2011 10:47:23 GMT 1
I have written a lot of clarifications on army combat, also did stat for more stuff including super sentai teams, spaceships and UFOs, still need to add choppers. Very much looking forward to seeing the Army rules. While MM has to mostly be about the big guys, there is nothing like destroying a large formation of little guys with a huge guy to give a game some perspective. I will be particularly glad to see the Sentai Team and Alien rules too.
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Post by josedominguez on Aug 25, 2011 15:46:46 GMT 1
Where are the costs for army units? We've just finished an epic playtest.... I may just have missed them
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Post by andrea sfiligoi on Aug 25, 2011 23:39:56 GMT 1
hmm I figured you would just ad lib them and then discuss them here. Until I try at least one game, I do not have a clear idea of how much they are worth. My first idea is to buy them as limbs (on the same tables as arms) and add special rules (shooter etc) as normal. Since one hit destroys them it is fair to reduce the cost (halving it maybe?).
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Post by josedominguez on Aug 26, 2011 11:08:33 GMT 1
Seems consistent and should probably work well, we'll give that a go on Tuesday. High point of our playtests so far is giant sea serpent managing to have every single attack mode crippled and flopping around the board one short per turn after rolling five yellow ones in two turns (he had nothing left to cripple). The system is very cinematic
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Post by Annerios on Sept 2, 2011 7:43:30 GMT 1
Here are the basic army stats I came up with. I saw mentioned on some units that they should be puny and that gives -25, so I used that for all of these and did not halve the costs. I just used the points from the special rules and the Limbs table.
Obviously, due to the other powerful special rules they have, the Superscience Team and Sentai Team need to have their points increased. The infantry also comes up as 0 points using this method. They should be at least 5 points.
Air Squadron 90 points Q3 (30) C2 (10) Long Move (20), Puny (-25), Flying (35), Shooter C 2 Long (Kinetic) (20)
APC 20 points Q3 (30) C1 (5) Medium Move (0), Puny (-25), Shooter C 1 Medium (kinetic) (10)
Battleship 20 points Q4 (15) C2 (10) Medium Move water only (0), Puny (-25), Shooter C2 Long (kinetic) (20)
Helicopter 45 points Q3 (30) C1 (5) Hover (20), Puny (-25), Shooter C 1 Long (Kinetic) (15)
Infantry 0 points ? Q3 (30) C1 (5) Short Move (-10), Puny (-25), Close Attack only
Superscience Team 50 points Q2 (50) C1 (5) Long Move (20), Puny (-25)
Super Sentai Team 55 points Long Move (20), Puny (-25)
Tank 25 points Q3 (30) C2 (10) Short Move (-10), Puny (-25), Shooter C 2 Long (Kinetic) (20)
This is one I added to represent those electricity firing tanks that always show up in the films:
Electrical Tank 25 points Q3 (30) C2 (10) Short Move (-10), Puny (-25), Shooter C 2 Long (Electricity) (20)
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Post by andrea sfiligoi on Sept 5, 2011 18:17:18 GMT 1
Check p. 32 Damage on Army Stands All army units with the exception of battleships, alien craft (which are designed like normal monsters with only Head and Body) and mechas (which are just monsters with the artificial rule) are capable of sustaining only one wound, so they are destroyed anytime they are hit by a monster’s attack. Army stands do not use colored dice.
So you gave Puny to reduce the costs because of course they cannot have full cost since they can take one hit only. Is this your reasoning?
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Post by Annerios on Sept 6, 2011 0:21:30 GMT 1
So you gave Puny to reduce the costs because of course they cannot have full cost since they can take one hit only. Is this your reasoning? Well, it is mentioned in the rules that, "Swarms of small mini-UFOs as seen in popular anime of the ‘80s should also be Puny or use the army stands rule." and "Battleships Represented by one small-scale ship, a battleship has Q4 C2, Medium Move, Shooter C2 Long, Puny." I was unsure if Puny was only meant for monsters or should be specified for all of the 1-wound army units. The -25 certainly helps, but maybe halving the cost, as you mentioned, would be better. Due to the other powerful special rules they have, the Superscience Team and Sentai Team need to have their points increased. The point listing is just documenting what you have, to get a better grasp on what these units/army stands should cost.
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Post by andrea sfiligoi on Sept 6, 2011 10:52:43 GMT 1
I am doing some changes here. I'll use the word Weak to describe what is currently called Puny in the rules (damage increased by one against this unit) and Puny to describe one-hit units (halve final cost). Sentai should have Weak but not Puny.
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Post by Annerios on Sept 6, 2011 21:59:54 GMT 1
I am doing some changes here. I'll use the word Weak to describe what is currently called Puny in the rules (damage increased by one against this unit) and Puny to describe one-hit units (halve final cost). Sentai should have Weak but not Puny. Sounds good. I'll rework the points for all of these and the martians later this week when I have some free time.
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Post by Annerios on Sept 9, 2011 5:14:00 GMT 1
Here are the reworked stats with the new definition of Puny:
Air Squadron 65 points Q3 (30) C2 (10) Long Move (20), Puny (Halve Final Unit Cost), Flying (35), Shooter C 2 Long (Kinetic) (20), Move and Fire (15)
APC 23 points Q3 (30) C1 (5) Medium Move (0), Puny (Halve Final Unit Cost), Shooter C 1 Medium (kinetic) (10)
Battleship 23 points Q4 (15) C2 (10) Medium Move water only (0), Puny (Halve Final Unit Cost), Shooter C2 Long (kinetic) (20)
Helicopter 43 points Q3 (30) C1 (5) Hover (20), Puny (Halve Final Unit Cost), Shooter C 1 Long (Kinetic) (15), Move and Fire (15)
Infantry 13 points Q3 (30) C1 (5) Short Move (-10), Puny (Halve Final Unit Cost), Close Attack only (?)
Superscience Team 38 points Q2 (50) C1 (5) Long Move (20), Puny (Halve Final Unit Cost)
Super Sentai Team 55 points Q2 (50) C2 (10) Long Move (20), Weak (-25)
Tank 25 points Q3 (30) C2 (10) Short Move (-10), Puny (Halve Final Unit Cost), Shooter C 2 Long (Kinetic) (20)
Electrical Tank 25 points Q3 (30) C2 (10) Short Move (-10), Puny (Halve Final Unit Cost), Shooter C 2 Long (Electricity) (20)
I would probably drop the infantry to 10.
The battleship needs to go up, since it can generate a 65 point unit! I don't really see why anyone would select infantry over the air squadron to generate unless the scenario demanded the use of infantry to capture a building or something like that. Maybe 45-50 points?
The Superscience Team needs to go up to perhaps 55 to 65?
The Super Sentai Team may be fine at 55.
Has anyone tested the Superscience team or Super Sentai Team in a game yet?
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Post by josedominguez on Sept 11, 2011 13:55:01 GMT 1
We tried, they got a bit squished before doing anything...... maybe better luck next time though.
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Post by Annerios on Sept 13, 2011 6:09:04 GMT 1
We tried, they got a bit squished before doing anything...... maybe better luck next time though. ;D
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