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ShatterCake

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  1. Gimp said: Remember, as well, that as written, any weapon that would suppress a vehicle instead gets to roll on the Vehicle Damage Table. Of course, the rules specify the vehicle suffers additional effects, but is not clear on how those effects are determined. I would expect a single dice roll, but it doesn't say. That isn't a rule. I'm not sure where you are getting that.
  2. Dust Tactics would be a great place to start. It's a fun game, plays quickly, and you can read the whole rule set in about 5 minutes.
  3. I love how every time I figure out how to kill my friend, he figures out a strategy to counter. Then I counter that, and he counters that… it goes on and on. Sometimes it happens during the game! The strategies aren't even about armies, often it's just a new trick in the unit phase, or knowing when to take risks. We are just learning the game so that won't go forever, but we find the game is really nuanced.
  4. I usually just lurk, but I thought I would point a couple things out. While you are certainly entitled to your opinion, there are a few rules that you have wrong, from my reading of the text. So here are list of things you got wrong from a factual standpoint. I spent a lot of time playing this at Adepticon, we've been playing it as our core mini's game for about a week now. I thought you might like to know that many of your issues are just from your reading the book really fast. Units can't screen for themselves. The LOS rules are measuring from a unit, not to a unit. Units don't block LOS for themselves. Tank Hunter doesn't make blanks a hit on the first roll, only on the damage table. This one is a bit subjective, but a point you might appreciate. Heroes (who are the elites in my opinion) clear suppression on a reversed roll. I know it isn't exactly what you were looking for, but there are places where more elite units clear suppression faster. An idea for your home brew (if you want to make this the game you want to play) maybe it would have been cool if units rolled their soldier score to remove suppression. Only vehicles are reduced by most terrain. Soldiers run right through it. The only terrain in the book that reduces move for troops (from what i can tell) is water so deep they have to swim. There is a terrain chart, most things aren't hard for Soldiers. If the damage on an attack against a vehicle is completely negated, the attack doesn't roll on the chart. That is pretty clear in the rules. That's all I have on that front. We've been having a blast, but you seem to have a lot of issues where you expected this to be a realistic military tactics game. I saw Zombies and Walking tanks, so I don't think this is the one you want. You mention a lot of things that you don't like, which are valid, that really help the game play well, in my opinion. I sometimes take implacable on my platoons, and the barrage. I like forcing my opponent to clump up in terrain (anything that limits his deployment is good in my book, even if only psychologically). My force works really well with off site shelling, so I think it's great when I can tricky my friends into spending their 2 points there, allowing me to dominate objective and deployment. Best few points I can spend!
  5. Emailed FFG. Response was that the Famulous is a Cleric and should start with cleric stuff. Looks like it's a typo.
  6. The "no helmet" thing is the real balance issue. One good autogun spray and the Sister can just say goodbye to a fate point. We just had one join our campaign (everyone is rank 4) and we haven't noticed her be any less or more powerful than the rest of the party. She is a great ranged combatant (took out a Horror pretty quickly) but so did our Guardsman. All in all we really feel like she FEELS like a Sister. Granted we haven't played much at lower levels with her (or at all) but I can say that at Rank 4 its fine.
  7. I think this makes a LOT of sense. Seriously, how else do you explain the income of a Cleric? When you really think about it, this is a service of an actual Cleric, not some lay preacher. This is the full deal that comes with benefits. It's likely that this is well beyond a normal Imperial citizen. It's likely more akin to paying for indulgences in the real world church.
  8. Peacekeeper_b said: ShatterCake said: Well SOMETHING has to come out a year from now. It can't all come out immediately. Obviously shattercake, that is true. Doesnt mean I like the fact I have to wait a year for a book the MAY have commissars or not in it. Fair Quote, I'd be frustrated too if I had to wait a year for the thing I've always wanted! Then again, I wonder how a Commissar would function in a normal game. I mean, as non-gaunt copies.
  9. Yup, the weapons are totally out of hand. I only ran the free adventure 1-shot but I've read through the Deathwatch. There wasn't a single encounter that the players didn't just breeze through. Each marine killed one enemy a round. The horde rules helped a bit but the Heavy Bolter basically burned that down too. The toughest fight was when they had to kill some genestealers, they took a few wounds but baring really bad roles they would have been just fine. The more I read Deathwatch the more I'm confused by the choices made in the game. It just makes the whole 40k roleplay a mess of rules and stats. It is impossible to play the games together. I had hopes of an Inquisitor and a few marines solving mysteries and tackling alien threats. I was very excited about some great 40k games. I just can't do that with Deathwatch because a Space Marine is so powerful in combat (from the start) and so useless at everything else (ignoring the books and background) that it just... I can't make this make sense. Most of it's the raw damage output, the guns are just to good but without them the Space Marines suck, so basically they are defined by their bolter... not being Space Marines! A group of space marines would die against even Ascension threats if forced to use Ascension gear. I'm sorry but a Space Marine should be pretty awesome even when you disarm him. Instead they die without bolters and one shot everything with them. Basically they LOOK compatible but Deathwatch isn't actually compatible with the other two games because the weapons and character rules are so imbalanced that a Space Marine either wipes out anything in one hit or it has so many wounds/armor/toughness that no other character actually contributes. A genestealer in the tabletop game could be defeated by an Inquisitor or even a Deathcult assassin. Instead the Deathwatch Genestealer has so much wounds and so much damage that it would one-shot any Ascension character. We have to use the weaker Dark Heresy Genestealer which would get one shot by the damage of an Astartes Bolter. The only option is to turn the game into a grindfest of dozens of enemies NOT in a horde so that everyone gets to kill them instead of just the Marine. They may want Marines to feel bad ass, but they do so at the expense of the game line. If you want to play 40k role play you better never hope that any character from one game could ever cross over to another. They may share rules but they don't work together. On it's own Deathwatch doesn't actually function either. Almost all of the enemies in the core book get torn up in a couple rounds of combat. I get the feeling that the designer just wanted to feel awesome during testing and didn't really balance the game. It's like running a game for 5 Min-Max'd Mary-Sues instead of Space Marines. It doesn't feel like the tabletop game or the novels. Well, it might if the GM just basically lies behind the GM screen. Having to do that is a sign of a terribly designed game and ...well why play a game if you have to secretly cheat to make it fun?
  10. Yeah I didn't mean the "percentile system" as in just the percentages, I should have been more clear and said "the current system." It just doesn't work very well for making harder enemies harder but still killable for higher level characters.
  11. Well SOMETHING has to come out a year from now. It can't all come out immediately.
  12. I think the culprit is two fold. 1) The game system was never meant to last this long. The percentile system does NOT scale well and even in Ascension and Rogue Trader we see it start to break down badly. To scale up to "marine level" has some issues. It's clear to me that they had to take make some concessions to make things work. 2) The games don't base their math off the table top games. They have to build off the novels and make rules that feel right for that. In the novels Space Marines are just better at everything all the time in every way. If a guardsman can open a soda then a space marine can open a car door and flood a city in Royal Crown. If an Inquisitor can interrogate a prisoner the Space Marine can lick his cheek and know who is 3rd grade crush was. Frankly it's time for a whole new system, but I'm betting if FFG did that we would get a WHFRP system, so I'm not gonna start asking for a reboot any time soon.
  13. The Watch Captain doesn't think about things with game mechanics. D&D characters don't say "Oh sweet, a +5 sword" or "Are you good at that skill? What is your bonus?" Elite advances are things your character learns outside the normal line of training. A character doesn't learn "Step Aside" as an elite advance because the watch captain sent him down into the simulation room to learn it. He learns it because the characters in game actions warrant it. A character who spends 6 months reading Eldar symbols while he and his team are lost in the maze city of chartlesgorg might be allowed to pick up a language skill (although he wouldn't be able to speak it). The things the Watch Captain sends characters to learn through the course of training are the things on the progression path! The watch captain shouldn't be giving out Elite Advances. That's not what the term means.
  14. Maybe you'll get a Commissar in "Only War".
  15. We use the updated rules for our DH games anyway. Like the shift in psychic powers (we just got rid of overbleed and abandoned minor powers) as well as a few other things. DH needs an update!
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