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Doraiya

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About Doraiya

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    Hobart, TAS, Australia
  1. Any news on when the regular kits will be available? I saw some chatter on the Facebook Fan Group and figured that some of our more informed forum members might know something we don't… Other than that, I guess we could share our thoughts on the SSU so far?
  2. Tasmanian here, and yeah, it's pretty barren as far as players go down here too. I was lucky enough to convince a mate to get into it at the same time as me, and now our collections are breaching the 400AP mark. We're gonna try and start seeding interest in players at our local club but it's difficult with all the cool stuff 40k's 6th edition has brought to the table If we ever have a national level championship I might see you there!
  3. I think Stealth would work better if only units within a certain range can shoot it, bumping up the cover save like it's been done in 6th edition 40k is nice, but it doesn't feel right for a unit that uses stealth to advance up the field, as they can still be targeted artillery and 36" range weapons. As for boiling the choice down to Badass or Black Ops, I'd say the later is more useful and in theme with a stealth unit. Badass is something a tough-as-nails infantry unit uses to stubbornly move up the field despite the fire it's coming under.
  4. Plueshpanda said: Ok I tried your approach with 2 squads of your allied armor 1 (used bolt action minis from a friend of mine) in a 220 point game. First of all it was fun. Combined with regular armour it was a very nice game. But and it is a big BUT, the armor 1 troops ruled… with a battlefield of 25% cover they were never in the open (although it was sometimes tricky due to squad size). The added suppression achievd NOTHING. Squad size was too big to make them break and the tokens were regularly removed during command phase. The amount of firepower combined with the speed of the squad left the axis in 3 of 5 turns completely suppressed, so the axis were constantly on the defense. There simply wasn't enough firepower to overcome the cover saves and the medic! I'd say loose the agile, fieldcraft and heroic presense, keep the rest and it is fine (we will try that out in our next game), because as it is now, there is no reason whatsoever to take any armour 2 infantry, when I could field these guys. my 2 cents. Cheers Plueshpanda said: Ok I tried your approach with 2 squads of your allied armor 1 (used bolt action minis from a friend of mine) in a 220 point game. First of all it was fun. Combined with regular armour it was a very nice game. But and it is a big BUT, the armor 1 troops ruled… with a battlefield of 25% cover they were never in the open (although it was sometimes tricky due to squad size). The added suppression achievd NOTHING. Squad size was too big to make them break and the tokens were regularly removed during command phase. The amount of firepower combined with the speed of the squad left the axis in 3 of 5 turns completely suppressed, so the axis were constantly on the defense. There simply wasn't enough firepower to overcome the cover saves and the medic! I'd say loose the agile, fieldcraft and heroic presense, keep the rest and it is fine (we will try that out in our next game), because as it is now, there is no reason whatsoever to take any armour 2 infantry, when I could field these guys. my 2 cents. Cheers Thanks for the field test, wasn't expecting one so quickly! Try another game with the changes you suggested and we'll see what difference that makes. I'm probably gonna make some other changes I thought up, but testing provides the best feedback for working out the bugs. Maybe the unit could have make an additional armor roll rather than an automatic hit while in cover? I'll wait till you report back with how they fair with basic cover rules, it's just that from what I derived from the math, they'd be in trouble.
  5. Strombole said: A lot of spray weapons don't have burst…. I could show you some numbers where this unit will actuially outlive and outkill a unit that costs more than 30 points but I just don't see the point anymore… your own example proved that they are too survivable, IMO. I did mention several ways in which they would be useful and usuable in games without them having to be super buffed… useful and usable doesn't have to mean, live all game, take a ton of fire before they die, fight better, kill more and die less than an SSU squad of 10 that costs twice as much type of approach…. If you want to take the approach that guys that were probably drafted, had a crash course bootcamp, handed a gun and a bucket and are wearing a t-shirt for body armour should live all game long and have more advantages than a special ops unit wearing body armour, then fine… If you want to give them agility rules that are usually reserved for two man teams even though there are 12 of them, fine… I guess they all know parkour… … Use them, I don't care. I'm not going to try to convince you why this unit doesn't make any sense. I tried to do that earlier in a constructive way when you initially proposed the idea but you were determined to do it anyway and you even ramped it up a notch and made them zombies (though I do see that you did go the other way on the revision where you tried to make them more suppressable which isn't necessary if you take out their anti-suppression abilities as they have larger numbers but should die in larger numbers making the effect of each suppression marker worth more anyway) with better cover abilities rather than worse and they have a bunch of 16" guns and a medic and parkour skills, etc, etc. I don't care anymore. Do what you want. I'm done trying to argue. Regardless of what I think of the actual words written on the cards, you did do a great job on the cards though… they look good. If not for all the special rules and the medic I would probably have tried them out myself. The main reason I included Fast and Agile was to represent their lighter kit compared to the Soldier 2 units, as the Rangers and Storm Grenadiers are both the elite special forces of their factions. The fact that they now take additional Suppresion means that they'll be taking less actions as the game goes on unless the rest of the army can keep the heat off them, another situation you see quite often in war movies. As for making them more survivable, I just showed you the statistics: in the open they are simply shreded to pieces, and even with imroved cover, they still have a smaller chance of surviving than other units. This means that the only advantage of the unit is the high volume of fire they can put out, but only so long as the opponent doesn't bother throwing anything at them. I know that you're opposed to some of the ideas I'm throwing around, and to be honest that's a good thing, as it's creating conversation around an element of the game that could to be expanded.
  6. Strombole said: The card looks great and all… but you made them wayy overpowered… I mean WAYYY TOO POWERFUL! There's no way a soldier 1 unit should be that good at that price… no way. If they sat in hard cover they would be destroying the hell out of stuff within 16". I mean a spray weapon would roll 12 dice against them… fine.. thats an average of 4 hits, 3 automatically soaked up by cover and then even if they fail their save only one guy dies… In hard cover from a spray attack and only 1 soldier 1 guy out of 12 dies on average… thats crazy. You approached them as if they should be every bit as good and survivable as any other unit and then gave them great guns at a discount price and gave them super duper anti-suppression abilities (why not just say they can't be suppressed at all), ridiculously good cover abilities (I mean 6 of them can stand in the open giving you the finger and then they get 3 automatic saves). You gave them the advantages that are found in 2 man teams which have those advantages because they are 2 man teams and gave it to a 12 man team… then you gave them a medic as if the whole reversing suppression rolls just for being within 12" of a hero (seriously???) wasn't elite enough… then you added fast on top of it!!!! Really? In many situations these guys will lose less men in hard cover than a soldier 3 heavily armed elite super high priced unit…. c'mon now… You made them the most uber elite unit in the game with every rule you can think of and a few made up ones and then had the stones to call them "grunts"…. If I sound like I'm being overly critical, well, its because I am. This is why most people will never allow fanmade units to exist in a game… because most people just can't do it…. If you could see me right now I'd be shaking my head and giving you a look of derision…. I can't even remember a time when I was this hard on someone on the internet… but I'm sorry, this is soo full of fail its not funny. It doesn't make a lick of sense for half of these rules to exist and certainly not all on one unit… and certainly not on a soldier 1 units called "the grunts"… and definitely not for that amount of points….. Anyone that allows this unit to be played in a game is crazy. I mentioned a few posts ago that these kind of rules shouldn't exist on a soldier 1 unit, and they are even more ridiculous now than I could ever imagine… Pure fail. I can't believe how hard I just was on these stats but I actually held back half of how I really felt to be honest. This is gonna be a doozey of an arguament to make, but I'll try my best. First of all, flamethrowers are not only Spray weapons but the are Burst weapons, which negate cover. That mean the whole unit only get to make one armor roll againt a possible 11 hits. Ouch. Second, The Fieldcraft rule needs to that strong to help even out the amount of dice that current weapon lines roll against Soldier 1 units. As an example, lets say a unit of Axis Battle Grenadiers (4StG 47s, 1 Panzerschreck and 2 Panzerfausts) can open fire on either a Soldier 2 unit or a Soldier 1 unit, both in Hard Cover. Against the Soldir 2 Unit the Grenadiers would roll 7/1 dice, averaging out to 2.33 hits, 2 of which are automatically negated from cover. When you also factor in there own armor save, the chances of damaging this unit is very low. On the other hand, the Grenadiers would roll a total of 14/1 dice against the Soldier 1 unit, averaging out to 4.6 hits, 3 of which is negated by cover. when you consider the fact that the entire Soldier 1 unit only has a single armor roll for their squad, even with the benefits of a better cover save, it would be wiser to shoot the Soldier 1 unit. Thirdly, I will agree that the moral interaction is probably more difficult to make. The hero rule should probably be dropped; it was included as there is currently no way for the squad to benefit from heros in the army. The medic rule would be better is they could heal units and not remove suppresion, but this ability does require an action to use. Lasty, while they can put out a lot of shots if they get the chance, they are incredibly fragile and will be eaten alive in the open. The unit also suffers a loss of capability far faster than most units, as it looses it's attack lines quickly as those casualties mount up.And as far as legitimacy in setting this is accurate; even an elite group of soldiers wouldn't walk into the vacinity of an entire platoon of greenhorns. So to sum it all up Strombole the unit isn't OP at all - rather I've tried to find a way to fit it into the meta that doesnt make it utterly useless like they were in your games but at the same time introduce some new ideas and concepts to the game. Also, just a friendly reminder, these are homebrewed rules. They are not official, nobody is forcing you to play them, and if you don't have any constructive critique to contribute to the conversation regarding Soldier 1 units, then just don't bother.
  7. Bloody forum formatting… Attempt no.2 incomming.
  8. Americas Middle Finger said: So I guess no one has come up with a Soldier 1 Unit cards or stats that would work in some way? I've got a profile worked out for an American Soldier 1 Unit written out, I'm just looking for some graphic resources to make the cards.
  9. Anyone else getting a Gears of War vibe from the new Allied heavy infantry?
  10. felkor said: Doraiya said: Honofactional… that is an awesome alternative terminology to mirror match! Ah, mirror match! I figured it was called something, but I'm new to miniature games and didn't know what it was. Stuff using mirror match, homofactional sounds way cooler.
  11. Just noticed all the threads over at the Dust Tactics Forums, but I stand by my post as everyone on both sides of the Dust hobby should see the awesome stuff that that Hades will be bringing to the table.
  12. To all the doubters who think that FFG doesn't have anything in the ipieline for us faithful Dust fans… BEHOLD www.facebook.com/media/set/
  13. Honofactional… that is an awesome alternative terminology to mirror match!
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