player772950
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Posts posted by player772950
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Major Mishap said:
Somehow a quad 128mm does not seem right having the same damage as a twin 88mm, I did say that the stats won't live up to the hype or will be over powered, I guess the former prediction was correct - which is good.
Well, the Axis walkers don't look like they can switch shells types easily, so maybe its firing AA shells only?
Still, yeah, if it were in AT mode it'd be obliterating near everything.
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Someone brought this up on the Board Game Geek boards... the difference between Markus + Gorillas and Zombies + Hero is 10 points, so maybe the question is 'Are the Zombies stronger than the Gorillas AND a sniper squad?'
I mean, we can't really look at these units in a vacuum can we? Even if the more expensive Zombies are X points per unit better than the Gorillas... you still need to figure out what you're losing by going with the more expensive unit.
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Huh... yeah, I guess there's nothing saying that the Medics can't return the zombies to service. Maybe they just staple them together/give them another dose of Dr. West's German zombie fluid.
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Algesan said:
Each "army" in a game should have its own shtick or shticks that may or may not be related. It is critical that a game design tries to keep each "army" distinct so they have at least "feel" different and not go robbing one army because it would look cool in another army. This does not mean that different armies are forbidden from using similar mechanics.
*snip*
I understand all that, but my point was that right now the game appears to be shifted towards a defensive Axis army. Currently it looks to me that increased surviviability > increased speed. Now, if there was some sort of flanking/enfilade fire rule, then I can see being fast having a greater advantage, but right now it doesn't appear to matter a whole lot when your opponent can just turtle in.
It'll be interesting to see how things shift in local tournaments/games once people get the powerful Axis stuff from the revised core set. I could be wrong, maybe the Armor 3 Damage Resilient troops aren't > than the Speed 2 Armor 3 troops, but I have a sinking feeling, based off the raw statistics of it all, that the Axis will come out ahead.
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pater said:
Well, the non-tankdestroyer Variant, Sturm-König, has got a quad 12.8cm gun... a single 12.8 gun was historically build into the Jagdtiger and it was capable of destroying every allied vehicle. This weapon was actually already over the top, since the 8.8 in the long variant of the KönigsTiger was already capable of fighting every enemy tank. If the name 12.8 FlaKVierling is not just used for the name it should be devestating. And the 17.3 cm FpK has got a higher caliber then the secondary armament of German battleships used in the war...
Perhaps more impressive is that the 173mm cannon is larger than the main armament of a light cruiser. I believe that the 12.8cm was the proposed armament of the super-heavy Maus/E-100 tanks, I think the 17.3 was an artillery piece. Certainly they didn't make a high velocity cannon in that caliber.
DoctorDH said:
I like the idea of being able to transport troops inside of them but I would also like to see a fast dedicated transport (think Rhino).A 'historically accurate' transport might be one of the easiest conversions ever, just pop the turret off of an Allied Medium and adjust the weapon stats accordingly. The Canadians were the first to do this with tanks during WW2 to act as armored troop transports, a role that was sorely lacking.
The fact that they called them Kangaroos (regardless of the base tank) is a little amusing considering the Jump ability of the Allied mediums.
http://en.wikipedia.org/wiki/Kangaroo_(armoured_personnel_carrier)
An MCW M-2 Kangaroo could be a reasonable APC option, give it Fast/Jump ala the Mickey and trim the armament down to the .30 MG. Not sure how to handle the open top.
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Right now its looking to me that defensive Axis builds are favored, especially with the current ruling on Damage Resilient applying to all attacks and the presence of Range U units with Advanced Reactive Fire. Not sure how great the Allied mobility is when you're running into a meatgrinder/wall.
On the advance I think that the Axis are still favored due to not only the hardiness of their units, but the prevalence of the Assault ability on their heroes which, albeit briefly, counteracts the relatively low speed of the Axis infantry.
I'm thinking that maybe the Allied heavy walkers with their transport ability will help with the advance (and I imagine they'll block LOS per normal for vehicles, so you could march up quite a few units behind them), but I'm still not sure about how to handle entrenched Axis infantry with the Damage Resilient Ability. Ignoring cover isn't a problem at Range 3 or closer (Phasers, UGLs, Flame Weapons), but then you still need to deal with Damage Resilient, no matter what you're attacking with.
Thoughts?
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Major Mishap said:
There are no situational variations on the cover rule at all, thats straight forward, you just roll your cover save dice as shown on the card.Except there are; flamethrowers, close combat, phasers, artillery, and grenade launchers all ignore cover. How is that different than various weapons ignoring Damage Resilient?
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Loophole Master said:
The Hammers and Rhino have Move 2 and Jump, with Rhino having Berserk, which would be very useful in this situation. But while together they'd do 20/1 against Armor 2 infantry, against Armor 3 zombies they'd only do 10/1, and with Close Combat retaliation. Here we clearly see that having the Zombies be Armor 3 is a big problem.
Thinking it might be better to stick Ozz 117 with the Hammers then, to get his flamethrower and the Heroic Attack immunity. Rhino might be better with say, Tank Busters, which would absolutely obliterate enemy armor with Berserk letting them reroll misses.
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How in the world is that a sign of poor rules development? There are exceptions to 'cover', except its spelled out in the rule for the specific weapons/attacks that ignore it. The Damage Resilient rule was no different, except all of the exceptions were spelled out within the rule rather than within the rules for the weapons/attacks that bypassed it.
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I notice that the rules for Damage Resilient in the revised rulebook don't mention anything bypassing it, such as flame/artillery weapons or weapons with Range 1. Am I missing something or did DR get a significant boost in the revised rules?
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I have a feeling that the Hammers, Hell Boys, and Sgt. Rhino (who sounds like he might have Beserk?) were designed with building clearing in mind.
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Chimaera said:
Zombies with either of those Heroes will kick the nuts out of Marcus and his Apes. Just seems wrong?
Markus has Charge, correct? The Gorilla squad would be able to move up to 4 squares and attack (Double Move with Fast and Charge) vs the 2 Squares and attack of the Zombies. Having double the threat range seems like an advantage to me.
Edit: Ah, looks like the revised Charge rule limits this to 3 squares.

Axis Medics and BlutKreuz units
in Dust Tactics Rules Discussion
Posted
Peacekeeper_b said:
And Gorillas as well. These are some top class medics. First Aid, Necromancy and Veterinarian Medicine!
Same basic anatomy... sort of.
I don't want to be working on a pissed off and wounded gorilla though.