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Darth Sanguis

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  1. Like
    Darth Sanguis reacted to TheBigLev in House rule idea: Adding the Z-axis.   
    Elegant solutions, I like it!
  2. Like
    Darth Sanguis got a reaction from RyonOlson in House rule idea: Adding the Z-axis.   
    The idea is to keep the addition of the Z-axis simple. 

    Navigate commands would allow players to shift between 3 separate planes (top, center, bottom). Ships would gain 2 extra hull zones specific for this function. These hull zones would be Top and Bottom and would each have the same shields as one of the side hull zones but no attack dice.  Using the same Arc and LoS process a ship above or below another ship may still attack that ship, however the attack can only land on the defender's Top or Bottom zone based on their position in relation to your own.  (to keep the system simple, in order to attack you'd still need all the requirements of an attack as it stands now. Meaning Arc/range and LoS to at least one of the hullzones printed on the ship token). Instead of a shield wheel the player would need a couple color coded or labeled shield tokens on their ship cards to track the remaining shields for top and bottom. (I know Armada players get their panties in a twist over shield tokens and such but in earnest it's not any harder to track).

    Adding these planes could add a little variety to attack and defense strategies. Ships that have high shields and use redirects to soak damage could choose to ascend or dive as a means to soak a couple extra attacks. Meanwhile ships with specific critical effects could reap the benefits of landing a hit on the top or bottom to drain shields to specific hull zones or land damage to specific zones (as I envision it now, when ACMs Or HIEs were to proc the attacker would choose the "adjacent" zones since all the standard zones would be considered adjacent, at the same time, it also allows the redirect token to get better usage).  

    As a few odds and ends various other aspects would need slight tweaking. The obstruction ruling would change so that LoS traced through an object only adds obstruction if that object is on the same plane. (Same with obstacle effects, a ship can only proc the effect of obstacles they land on if it's on the same plane.) Unfortunately, since the game is still played on the x/y axis overlap rules would still have to remain the same. Fighters would also go mostly unchanged, however any squadron that can attack a standard hull zone would have the option to attack the top of bottom as well. 

    Rules additions:

    Navigate command: (dial) Increase or decrease the ship’s speed by one, and/or increase the yaw value of one joint by one for this maneuver, and/or perform an ascend/ dive maneuver. 

    When a ship performs an Ascend or Dive maneuver from the Center plane, place a Plane token set to the side that matches the maneuver next to the ship.  [A/Green for an ascend, D/Red for a dive. ]

    When a ship performs an Ascend or Dive maneuver to the Center plane, remove the plane token from that ship. 

    While a ship has a plane token with the A/green side face up, that ship is on the top plane.

    While a ship has a plane token with the D/Red side face up, that ship is on the bottom plane.

    While a ship has no plane token, that ship is in the center plane.

    A ship cannot Ascend or Dive more than one plane at a time. 

    While attacking a ship on a different plane, The attacker declares the defender and the attacking hull zone, then attacker the declares the defending hull zone. The defending zone will always be top while the attacker is above the defender. The defending zone will always be bottom while the attacker is below the defender. Measure line of sight to the defender to ensure the attack is possible and to determine if it is obstructed. The attack is possible if any one of the defender's standard hull zones are inside the attacking hull zone's firing arc, at attack range, and the attacking hull zone has Line of Sight on that hull zone. 

    While attacking, if line of sight is traced through an obstacle token on another plane or through a ship on another plane that is not the defender, the attack is not obstructed by that obstacle or ship.

    When a ship overlaps an obstacle after executing a maneuver, if that obstacle is not on the same plane, it does not resolve an effect. 



    Well, anyways, that's some thoughts on how to add a relatively simple Z-axis to the game.

    If you have thoughts on the idea, I'd be glad to hear 'em. 


  3. Like
    Darth Sanguis got a reaction from slasher956 in House rule idea: Adding the Z-axis.   
    The idea is to keep the addition of the Z-axis simple. 

    Navigate commands would allow players to shift between 3 separate planes (top, center, bottom). Ships would gain 2 extra hull zones specific for this function. These hull zones would be Top and Bottom and would each have the same shields as one of the side hull zones but no attack dice.  Using the same Arc and LoS process a ship above or below another ship may still attack that ship, however the attack can only land on the defender's Top or Bottom zone based on their position in relation to your own.  (to keep the system simple, in order to attack you'd still need all the requirements of an attack as it stands now. Meaning Arc/range and LoS to at least one of the hullzones printed on the ship token). Instead of a shield wheel the player would need a couple color coded or labeled shield tokens on their ship cards to track the remaining shields for top and bottom. (I know Armada players get their panties in a twist over shield tokens and such but in earnest it's not any harder to track).

    Adding these planes could add a little variety to attack and defense strategies. Ships that have high shields and use redirects to soak damage could choose to ascend or dive as a means to soak a couple extra attacks. Meanwhile ships with specific critical effects could reap the benefits of landing a hit on the top or bottom to drain shields to specific hull zones or land damage to specific zones (as I envision it now, when ACMs Or HIEs were to proc the attacker would choose the "adjacent" zones since all the standard zones would be considered adjacent, at the same time, it also allows the redirect token to get better usage).  

    As a few odds and ends various other aspects would need slight tweaking. The obstruction ruling would change so that LoS traced through an object only adds obstruction if that object is on the same plane. (Same with obstacle effects, a ship can only proc the effect of obstacles they land on if it's on the same plane.) Unfortunately, since the game is still played on the x/y axis overlap rules would still have to remain the same. Fighters would also go mostly unchanged, however any squadron that can attack a standard hull zone would have the option to attack the top of bottom as well. 

    Rules additions:

    Navigate command: (dial) Increase or decrease the ship’s speed by one, and/or increase the yaw value of one joint by one for this maneuver, and/or perform an ascend/ dive maneuver. 

    When a ship performs an Ascend or Dive maneuver from the Center plane, place a Plane token set to the side that matches the maneuver next to the ship.  [A/Green for an ascend, D/Red for a dive. ]

    When a ship performs an Ascend or Dive maneuver to the Center plane, remove the plane token from that ship. 

    While a ship has a plane token with the A/green side face up, that ship is on the top plane.

    While a ship has a plane token with the D/Red side face up, that ship is on the bottom plane.

    While a ship has no plane token, that ship is in the center plane.

    A ship cannot Ascend or Dive more than one plane at a time. 

    While attacking a ship on a different plane, The attacker declares the defender and the attacking hull zone, then attacker the declares the defending hull zone. The defending zone will always be top while the attacker is above the defender. The defending zone will always be bottom while the attacker is below the defender. Measure line of sight to the defender to ensure the attack is possible and to determine if it is obstructed. The attack is possible if any one of the defender's standard hull zones are inside the attacking hull zone's firing arc, at attack range, and the attacking hull zone has Line of Sight on that hull zone. 

    While attacking, if line of sight is traced through an obstacle token on another plane or through a ship on another plane that is not the defender, the attack is not obstructed by that obstacle or ship.

    When a ship overlaps an obstacle after executing a maneuver, if that obstacle is not on the same plane, it does not resolve an effect. 



    Well, anyways, that's some thoughts on how to add a relatively simple Z-axis to the game.

    If you have thoughts on the idea, I'd be glad to hear 'em. 


  4. Haha
    Darth Sanguis got a reaction from Kani Kantai in Where's the community?   
    "The Jericho..."


  5. Like
    Darth Sanguis got a reaction from Bucknife in You know you have a problem when...   
    you refer to every list, no matter what game, even table top RPGs, as "fleets"....
  6. Haha
    Darth Sanguis reacted to Drasnighta in Where's the community?   
    ...  Where's the Kaboom?

    There was supposed to be a Forum Shattering Kaboom...
  7. Haha
    Darth Sanguis reacted to LTD in Happy Friday   
    Enterprise A.
     
    (I'll show myself out...)
  8. Haha
    Darth Sanguis reacted to Karneck in Where's the community?   
    WE'VE BEEN COMPROMISED! PULL EVERYBODY OUT. GET THEM OUT OF THERE!

    But seriously, please come join us!
  9. Haha
    Darth Sanguis reacted to Katarn in Suicide tank   
    I rode in the back of a vehicle at an airsoft game Sunday- I have physical evidence to prove this to be true.
     
    Stop mocking the T47 with your superior firepower.  It's unkind.
  10. Haha
    Darth Sanguis reacted to Kani Kantai in Star Wars Armada fleet fairness   
    You don’t even need to do the orca pattern, just paint it as black as possible and play on a Star mat.  Trust me the harder it is to see the better.
    Or if you can’t bring yourself to pay money for something so hideous, just proxy it with one of the googly-eyed fish in a small bowl.
  11. Like
    Darth Sanguis got a reaction from cynanbloodbane in Introducing Armada Warlords: database and fleet builder   
    This exactly. 

    It would be different if they had a regular release schedule like x-wing or legion and kit support was still a thing so communities would grow. With the heavy lull Armada's been facing, this could be a major blow. 

     
  12. Like
    Darth Sanguis got a reaction from cynanbloodbane in Introducing Armada Warlords: database and fleet builder   
    Exactly.  I bought 3 extra raiders because I wanted to run a jank APT raider list I made on vassal. Did the same with my 3rd and 4th Mc30. I gotta say. In regards to Armada, this isn't a very smart move. The vassal tournament is the only one accessible for people right now too because of FFG's straight negligence with the kits. (I bought two old kits out of pocket to try to get people out with participation rewards just so our group had something.)

     
  13. Haha
    Darth Sanguis reacted to Drasnighta in Jedi your way through the dice rolls   
    Gather your Battery Dice at Range.
    "It's -"
    "That means its None.  You didn't gather dice, the Attack Ends."
    "But Ackbar Ad-..."
    "THE ATTACK ENDS!  NO DICE FOR YOU!"
     
  14. Like
    Darth Sanguis reacted to clontroper5 in Introducing Armada Warlords: database and fleet builder   
    Man if they shut down the Vassal and TTS, it will kill my interest In the game... 
    In fact if that happens I will more then likely stop buying and playing since it's so difficult for me to get to the local game nights anyway. 
  15. Like
    Darth Sanguis got a reaction from clontroper5 in Introducing Armada Warlords: database and fleet builder   
    And TTS.... I know one of our players tests fleets all week long on TTS while he waits for Armada night. 

    I'm a bit surprised by this move. 

    I'm curious if it will be enforced. I was just talking with someone about the relative genius behind allowing user created content that would normally be considered a copyright violation. How for many people it encourages sales of actual product. I can't tell you how often a game of vassal or TTS has encouraged a player to buy an extra expansion to fill a niche list they tested online. (I've even done it). 



     
  16. Like
    Darth Sanguis reacted to Karneck in Introducing Armada Warlords: database and fleet builder   
    I'm glad they mentioned podcasts and videos and how they don't want to claim them, good on FFG on that regard.
     
    But the only reason they would call out vassal/TTS is if they were making their own online platforms or have plans too.
    At least thats my hope.
  17. Like
    Darth Sanguis reacted to Dobbs Mottley in Introducing Armada Warlords: database and fleet builder   
    If this is enforced, it has some significant implications for the "should Armada go digital?" debate. On the one hand, if Armada loses its current list builders, that might strengthen support for an official app. On the other, a lot of opposition to the digitalisation of X-wing 2.0 was mitigated by the widespread use of 3rd party builders, which made up for the roughness of FFG's offering.
    I won't lie; I'd be a little concerned if we got a second edition where key information (cost, slots etc) was omitted from the cards, if the only realistic legal way to make sense of these things was through an official X-wing style app.
  18. Like
    Darth Sanguis reacted to Green Knight in Introducing Armada Warlords: database and fleet builder   
    Were it not for Vassal I would not have bought Armada past wave 1.
    Now I have way too much - yet not enough...
    Never would have gone for 7 X-wing factions either...
  19. Like
    Darth Sanguis got a reaction from Bertie Wooster in Introducing Armada Warlords: database and fleet builder   
    And TTS.... I know one of our players tests fleets all week long on TTS while he waits for Armada night. 

    I'm a bit surprised by this move. 

    I'm curious if it will be enforced. I was just talking with someone about the relative genius behind allowing user created content that would normally be considered a copyright violation. How for many people it encourages sales of actual product. I can't tell you how often a game of vassal or TTS has encouraged a player to buy an extra expansion to fill a niche list they tested online. (I've even done it). 



     
  20. Like
    Darth Sanguis reacted to clontroper5 in You know you have a problem when...   
    I'm the exact opposite 
  21. Like
    Darth Sanguis reacted to Drasnighta in You know you have a problem when...   
    ... work is the one place and time  I’m not continually logged in 😆
  22. Like
    Darth Sanguis reacted to clontroper5 in You know you have a problem when...   
    And the 2nd...
     
    And the 3rd...
     
    And usually the 5th... (some times the 4th)
  23. Haha
    Darth Sanguis reacted to Djaskim609 in Rebel Playstyle VS. Imperial Playstyle - Differences?   
    If you play as Imperial, you're the good guys. If you play as rebels, you're traitorous rebel scum. 
  24. Like
    Darth Sanguis got a reaction from LT BDP in You know you have a problem when...   
    you refer to every list, no matter what game, even table top RPGs, as "fleets"....
  25. Haha
    Darth Sanguis reacted to Norell in You know you have a problem when...   
    ...the children on the street greet you with "prepare to fire"!
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