Search found 78 matches

by Munchkin
Wed Sep 28, 2011 7:05 pm
Forum: Archive
Topic: Close Combat mechanics
Replies: 103
Views: 5988

Re: Close Combat mechanics

A sniper was just an example. Would you be able to sneak up on a squad of 6 alert soldiers and do the same thing... regardless if they were firing or not? I would doubt it. Regardless it is extremely hard (unless you a trained for it - eg Ninjas) to sneak right up to someone without them knowing. I ...
by Munchkin
Tue Sep 27, 2011 5:12 pm
Forum: Archive
Topic: Close Combat mechanics
Replies: 103
Views: 5988

Re: Close Combat mechanics

I think maybe we are getting our wire crossed here? I am not saying that if you are in close combat and it is your activation you can shoot, and then fight. Nope - there is no way that any game should allow someone who is in close combat to fire weapons. But a simple rule stating that, fixes that pr...
by Munchkin
Tue Sep 27, 2011 5:03 pm
Forum: Archive
Topic: Cover destruction
Replies: 12
Views: 2142

Re: Cover destruction

That was why I suggested that certain weapons might treat cover as the next level down (hard becomes soft, soft becomes none).

No cards, counters or markers...
by Munchkin
Mon Sep 26, 2011 7:39 pm
Forum: Archive
Topic: Close Combat mechanics
Replies: 103
Views: 5988

Re: Close Combat mechanics

If you only allow hits on activation you could get this problem: At the end of the turn Unit A charges Unit B and attacks. Unit B can't go as it has already activated. The next turn unit A gets to activate first - does so and finishes off B without B ever having a chance to hit back. To my mind, CC ...
by Munchkin
Mon Sep 26, 2011 7:25 pm
Forum: Archive
Topic: Cover destruction
Replies: 12
Views: 2142

Re: Cover destruction

The only problem I have with the idea (which by the way I think would work well mechanically), is the whole keeping track of what level each piece of terrain was at. This would involve marker of some sort, and could get very confusing on a terrain heavy board. I have this nagging doubt that the effe...
by Munchkin
Thu Sep 15, 2011 10:47 pm
Forum: Archive
Topic: Area of Effect attacks
Replies: 63
Views: 5016

Re: Area of Effect attacks

This is fixed somewhat if instead of nominating a dice, you determine scatter using the dice that rolls the largest value (as per Phatty's suggestion). That is much harder to 'cheat'. The only problem then becomes doubles, but that is fixed by allowing the attacker (as the game is supposed to be dea...
by Munchkin
Wed Sep 14, 2011 4:59 pm
Forum: Archive
Topic: Area of Effect attacks
Replies: 63
Views: 5016

Re: Area of Effect attacks

I agree, it is best to try and keep the core mechanics the same through out. So, high equals good. But we can still get that to work. All you say is something along the lines for every 1 you miss by the shot scatters 1". So you roll a total attack of 8 you need 10, so the shot scatters 2". Or someth...
by Munchkin
Tue Sep 13, 2011 5:30 pm
Forum: Archive
Topic: Area of Effect attacks
Replies: 63
Views: 5016

Re: Area of Effect attacks

That would work, Phatty.

The only thing I would say is that as the amount of scatter is determined by the result of the roll itself, maybe instead of doubles meaning no scatter, if you roll doubles the attacker can choose which dice to use to determine the scatter direction.
by Munchkin
Tue Sep 13, 2011 5:27 pm
Forum: Archive
Topic: buildings
Replies: 19
Views: 1058

Re: buildings

I think an important question needs to be asked to help sort this out - are the ranges, scales etc supposed to be accurate or are they just representative. So, is a figure actually a scale representation of what it portrays, or is it a marker in effect showing that there is a one of these in the loc...
by Munchkin
Tue Sep 13, 2011 12:51 am
Forum: Archive
Topic: buildings
Replies: 19
Views: 1058

Re: buildings

I think what this comes down to is what line of site rules are like in the game. If the rules are like 40Ks true line of site, then no mechanism is needed (as spehktre says). If you can see it you can shoot it (your ranges etc stay the same). This takes into account units close in to a building in d...
by Munchkin
Tue Sep 13, 2011 12:35 am
Forum: Archive
Topic: Area of Effect attacks
Replies: 63
Views: 5016

Re: Area of Effect attacks

Ok... So you roll you 'to hit' as normal - using 2d6. The shot has a chance of deviation so you roll two different coloured d6 for the 'to hit' roll, nominating one as the scatter. Where the scatter dice lands in relation to the other dice gives you the direction of scatter. Er... let's see if I can...
by Munchkin
Mon Sep 12, 2011 6:22 pm
Forum: Archive
Topic: Cover Problem
Replies: 19
Views: 988

Re: Cover Problem

I think one thing you need to take into account is how deadly fire at units in the open is. One effect of this is that players are going to be using cover a lot. If you have situations etc where walls, hedges, wrecks etc only provide cover if you are two inches away this could run the risk of making...
by Munchkin
Mon Sep 12, 2011 5:54 pm
Forum: Archive
Topic: Area of Effect attacks
Replies: 63
Views: 5016

Re: Area of Effect attacks

Just throwing this idea out there... Instead of using special scatter dice, template etc... when using a weapon that can scatter use two different coloured d6 for the 'to hit' roll. Say one black and one white. The roller nominates a dice as the scatter dice before the roll, and where it ends up in ...
by Munchkin
Thu Sep 01, 2011 6:47 pm
Forum: Archive
Topic: Dave and I played DP today
Replies: 15
Views: 1166

Re: Dave and I played DP today

Another thought, about suppression - To get variable length suppression: Once a squad is suppressed it must make an experience roll to become unsuppressed. Failure means it loses its activation. (If you wanted to get complicated you could add that they roll with the same suppression modifier as thei...
by Munchkin
Thu Sep 01, 2011 6:34 pm
Forum: Archive
Topic: Dave and I played DP today
Replies: 15
Views: 1166

Re: Dave and I played DP today

Taking a different route from everyone else (playing a bit of devils advocate I suppose), is it possible that cover is too powerful at the moment? Rather than trying to come up with weapons/dp effects to deal with cover, would lessoning the effect of cover do the trick? I'm not sure what Matt used f...