July 29, 2024, 05:27:15 PM

Author Topic: Finishing BFG:Revised  (Read 41417 times)

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1902
    • Loc: Chicago IL, USA
Re: Finishing BFG:Revised
« Reply #120 on: October 24, 2012, 01:18:04 AM »
Yeah well, changing one number in a ship's profile isn't the worst thing in the world. Mainly, if this change is going to take place, it will just be more voting (which I am fine with).

Offline Talos

  • Full Member
  • *
  • Posts: 542
Re: Finishing BFG:Revised
« Reply #121 on: October 24, 2012, 01:23:44 AM »
Two words: Bring it.

Votes are good, let's get some exterior input! As much as I love my opinion, it shouldn't be the only one (In my opinion, of course...).

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1902
    • Loc: Chicago IL, USA
Re: Finishing BFG:Revised
« Reply #122 on: October 24, 2012, 01:28:50 AM »

Offline Talos

  • Full Member
  • *
  • Posts: 542
Re: Finishing BFG:Revised
« Reply #123 on: October 24, 2012, 04:30:48 AM »
Glad you noticed ;)

Offline Bessemer

  • Full Member
  • *
  • Posts: 339
    • Loc: UK
Re: Finishing BFG:Revised
« Reply #124 on: October 24, 2012, 10:08:46 PM »
@Andrew- The former is correct, forgot to put that in! :-[ And a max of 3-4 vessels is a good idea, or have them count as 2 models for squadron purposes.
I refuse to be killed by something I've never heard of.

Offline AndrewChristlieb

  • Full Member
  • *
  • Posts: 1651
Re: Finishing BFG:Revised
« Reply #125 on: October 24, 2012, 10:56:58 PM »
I guess could see this then, with a few tweaks as pointed out, working in the standard rules. How would you work mixed squadrons if there was a cap of 4 in a 2 hit squadron and 6 in a 1 hit squadron (or more in the case of Orks/Nids). Or would these be unable to mix between vessels?

While the Defender and Hellbore are ok options for this due to the fluff and gameplay, I think Grunts and Kracken would be perfect examples for something like this. Maybe the Jackel but theyre already pretty stout. I could also see seperating out the Escort Carriers and DE Corsair with Impailer as 2 hits (anything large enough to launch attack craft really for that matter both because the extra hit would be benificial to a ship of that format but also because of the built in limitation of a maximum of 4 per squadron....
I don't make the rules, I just think them up and write them down.

Offline Talos

  • Full Member
  • *
  • Posts: 542
Re: Finishing BFG:Revised
« Reply #126 on: October 24, 2012, 11:37:42 PM »
Adding a second hit is a big boost in the power level of an escort though. Would we not have to increase the cost of many of them? Not the 60+point ones like the hellebore but certainly some of the cheaper ones, I would think.

Offline AndrewChristlieb

  • Full Member
  • *
  • Posts: 1651
Re: Finishing BFG:Revised
« Reply #127 on: October 25, 2012, 12:08:09 AM »
indeed
I don't make the rules, I just think them up and write them down.

Offline Talos

  • Full Member
  • *
  • Posts: 542
Re: Finishing BFG:Revised
« Reply #128 on: October 25, 2012, 12:38:04 AM »
I like Bessemer's idea of having them count as two escorts for squadroning purposes; i.e you could have two hellebores and 2 aconites in a squadron, or just three helebores or 4 aconites and a hellebore.

Offline shephammer

  • Lurker
  • *
  • Posts: 5
    • Loc: Los Angeles
Re: Finishing BFG:Revised
« Reply #129 on: October 25, 2012, 01:02:42 AM »
Just created this account to help get involved.  I've owned a BFG fleet since the box set was released, but I've taken some pretty long and frequent breaks from the game.

I've recently returned to the game with my gaming group, using 2010 rules.  We play weekly with IN, space marines, tyranids, corsair eldar, dark eldar and orks.

I think we are ready for some fan rules, and so we'll be using BFG:R.  I noticed that you all were tweaking it, so I was eager to get involved.  I'm more than happy to share ideas, playtest, vote, be the devil's advocate, and proofread.

For orks, and this was mentioned before.  Rather than just have torpedoes be included as a replacement to heavy guns, I would like to see heavy guns actually be something worth keeping.  Is that off the table as of now?  I wouldn't mind testing any ideas if you all were open to it.  I was thinking something simple would be...

30cm range, one hit becomes two, ignores all column shifts (both positive and negative)

Offline AndrewChristlieb

  • Full Member
  • *
  • Posts: 1651
Re: Finishing BFG:Revised
« Reply #130 on: October 25, 2012, 01:40:11 AM »
The 30cm range would make them a lot less useless. They already ignore modifiers for range so that shouldnt be an issue either.
I don't make the rules, I just think them up and write them down.

Offline Talos

  • Full Member
  • *
  • Posts: 542
Re: Finishing BFG:Revised
« Reply #131 on: October 25, 2012, 02:04:21 AM »
That would work, but it would make normal Gunz seem pretty worthless. Compare an onslaught to a savage with these new uber heavy gunz. 1d6+1 averages out at 4 normal battery, vs. the 4 heavy gunz which are twice as potent. An alternative could be giving them a right column shift for firing over 15cm. This would allow onslaughts to shine at longer ranges whilst still doubling the effective range of the savage (and other heavy gunz users, aminly the whole fleet). This is similar to the bio-plasma rule where they can fire at 30cm, but beyond 15cm they hit on a 6+.

Offline shephammer

  • Lurker
  • *
  • Posts: 5
    • Loc: Los Angeles
Re: Finishing BFG:Revised
« Reply #132 on: October 25, 2012, 02:52:07 AM »
Good point Talos, I was focused on the Kroozers, I didn't think of just making the direct escort comparison.  The bio-plasma observation is sound.  having the heavy guns keep their short range focus is probably the better idea, so as to keep the two weapon types distinct.  I think I'm going to get a couple cruiser clashes in with no torpedoes.  Just really trying to make heavy guns work.  I'll come back with some thoughts...

Afterimagedan... I think it might be important to start putting version numbers on the end of these edited BFGR files.  I've got a folder with all of the BFGR files, and a separate folder for these new edits you are making.  But if you are going to be uploading 'works in progress', I'll probably have a hard time figuring out which file is current.

Would it be kosher to continue using the version number of Plexor's files?  For example your current IN file could be 1.7

Offline AndrewChristlieb

  • Full Member
  • *
  • Posts: 1651
Re: Finishing BFG:Revised
« Reply #133 on: October 25, 2012, 03:43:59 AM »
Well i can say that i have been having some success with savages using the Ork Clans pdf but everything else with 'eavy gunz they seem to be a waste of a hard point. I would rather take the snotling gun over them on the Kroozers, looted lances are pretty standard on my kill kroozers and the battleship choices are either gorbags or deathdeala, the hammer is ok but reliading the bomb cannon seems... odd that could just be a misunderstanding with hiw the rule is written tho. For that matter a switch to bombardment cannons would fix all the problems at once and eliminate the need for any special weapons such as the zzapp.
I don't make the rules, I just think them up and write them down.

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1902
    • Loc: Chicago IL, USA
Re: Finishing BFG:Revised
« Reply #134 on: October 25, 2012, 04:07:51 AM »
Welcome Bessemer and Shephammer! Glad you guys are wanting to take part.

As far as the version numbers, I was assuming that people weren't going to download the files yet because none of them are fully finished. The ones you get through the link are live updated. I would rather keep it this way so everyone has the ability to see the progress right away and not have to wait for me to get around to uploading a new version.