August 02, 2024, 09:22:11 AM

Author Topic: BFG:R Adeptus Mechanicus  (Read 43761 times)

Offline Vaaish

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Re: BFG:R Adeptus Mechanicus
« Reply #180 on: March 11, 2013, 09:39:20 PM »
There is a difference. Picking each player turn can reference each full turn or each time a new player takes control. It also makes it easier to minimize the benefits of the FDT by ignoring the ship that was nominated and opens the odd situation where the ship nominated could be outside of 15cm after movement. Making it each ordnance phase ensures that the ships selected are in range and there is no confusion. It also gives the player more utility since they can more intelligently nominate which ship gains the benefit.
-Vaaish

Offline afterimagedan

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Re: BFG:R Adeptus Mechanicus
« Reply #181 on: March 11, 2013, 09:44:30 PM »
When you play against Admech, just put your ordnance right in front of the enemy vessel that will most likely fly through them. Then they don't get FDT. We should just make it clear what a player turn is. I was thinking you nominate it when it happens just like how you choose to fire your turrets on ordnance when you know you are going to have to choose which type of ordnance to shoot at between the two that are going to hit you.

Offline Vaaish

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Re: BFG:R Adeptus Mechanicus
« Reply #182 on: March 11, 2013, 10:04:47 PM »
It needs to be up front. If you let the player nominate things at any point you run into situations where one side or the other feels like they got blind sided which leaves a bad taste.
-Vaaish

Offline afterimagedan

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Re: BFG:R Adeptus Mechanicus
« Reply #183 on: March 11, 2013, 11:27:06 PM »
OK, so at the beginning of each player's turn?

Offline Khar

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Re: BFG:R Adeptus Mechanicus
« Reply #184 on: March 12, 2013, 12:19:59 AM »
I  have issue with advanced shielding - firepower part seems ok, but lances hitting on 5+... it seems extremely strong. Also, statistically, it makes Dark Eldar lances on lock on better than normal 4+. While strong upgrade might be tolerable, one that makes ship worse against some weapons really shouldn't be here.

Something like 6+ saving throw against the lances might be a better option... Or even range dependant 5+/6+, Eldar style.

Offline Vaaish

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Re: BFG:R Adeptus Mechanicus
« Reply #185 on: March 12, 2013, 02:00:52 AM »
Although it sound like a lot, it's only a 16% decrease in the number of hits you score on a 5+ to hit.

IIRC  4+ to hit and 6+ to save would also give you about a 16% decrease in the number of hits scored. 5+ just reduces the number of dice needed.
-Vaaish

Offline afterimagedan

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Re: BFG:R Adeptus Mechanicus
« Reply #186 on: March 12, 2013, 04:07:05 AM »
It needs to be up front. If you let the player nominate things at any point you run into situations where one side or the other feels like they got blind sided which leaves a bad taste.

I disagree with this. Your comment may be true if you opponents are douche bags. A polite player would remind the opponent that they have FDT still to use this turn. Having them designate it at the beginning of the turn is kind of crappy because the ship can then just be avoided and another ship targeted. Essentially, the enemy can deny the FDT from ever getting to be used except for it being able to deter the enemy from attacking a chosen ship for that turn.  Also, this doesn't make sense storyline wise. Why would a ship have to designate another ship ahead of time when they don't even know where the enemy ordnance is going to hit? If they see the bombers attacking the ship next to them, they fire their FDTs on them. It should be a reaction to the enemy actions.

If the Admech player has to choose in advance at the beginning of each player's turn or at the beginning of each ordnance phase, this problem occurs and the FDT guarded ship can just be avoided.  It can just look like this:

1. Enemy is told up front that there is a ship with FDT. They should know this up front either way because they should be there when the Admech player rolls and applies their gifts.
2. Enemy attacks a ship within FDT range.
3. Player announces that he is going to use his FDT turret reroll on that ship if he doesn't like the result.

It would work a lot like leadership rerolls. You fail, hmm, use a reroll. You don't like the result of your turret outcome? use your FDT reroll for the turn. This reactionary method is the most realistic and the most useful.

Offline AndrewChristlieb

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Re: BFG:R Adeptus Mechanicus
« Reply #187 on: March 12, 2013, 05:04:42 AM »
Blah, FDT would be a lot simpler if it would just work for each ship in range.
I don't make the rules, I just think them up and write them down.

Offline afterimagedan

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Re: BFG:R Adeptus Mechanicus
« Reply #188 on: March 12, 2013, 05:22:12 AM »
Blah, FDT would be a lot simpler if it would just work for each ship in range.

Balls. You're right. It could be said like this: "Any vessel that is within 15cm of a friendly vessel with Fleet Defense Turrets when it gets to use its turrets against enemy ordnance , it may re-roll missed turret results once." 

Solved. Please reword my statement into a better one.

Offline Vaaish

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Re: BFG:R Adeptus Mechanicus
« Reply #189 on: March 12, 2013, 05:56:18 AM »
That works.

Quote
I disagree with this. Your comment may be true if you opponents are douche bags

Always write rules with douche bags in mind. Normal people will still be fine and you don't have to worry about idiots :)
-Vaaish

Offline afterimagedan

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Re: BFG:R Adeptus Mechanicus
« Reply #190 on: March 12, 2013, 06:09:42 AM »
Why write rules for douchebags. That sounds like a waste of time. If some douche complains that you are going to use a FDT at his assault boats hitting your battleship, that's his problem for not accepting the rule.  Vaaish, I am starting to think you and I live in two different universes.  :o That's cool though. I like your style.   8)

Offline afterimagedan

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Re: BFG:R Adeptus Mechanicus
« Reply #191 on: March 12, 2013, 06:12:27 AM »
Proposed new Commanders:
Archmagos, ld9, chosen gift 50pts. 0-2 Rerolls @ 25pts each

Proposed Gifts of The Omnissiah Distribution Pool:
Each capital ship in your fleet grants you 1d6 to roll on the gifts table. A capital ship that rolls a 6 for leadership selects a single gift from the gifts table instead of rolling for a gift. These gifts form a pool from which the player must assign one gift to every eligible capital ship in your fleet.

Proposed Gifts of The Omnissiah:
Emergency Energy Reserves:A ship with EER becomes crippled when it loses more than 50% of its starting hit points. When crippled, the ship reduces its turrets, shielding, and weapons strength to 75% instead of 50%. The vessel still counts as crippled in every other respect.

Advanced Engines: The ship gains +5cm speed, reduces the minimum distance to turn by 5cm, and add +1D6 when on All Ahead Full special orders.

Advanced Shielding: Weapons using the gunnery table suffer a right column shift when firing on a vessel equipped with Advanced Shielding. Lance weaponry firing on this vessel must roll a 5+ to score a hit.

Fleet Defense Turrets: A vessel with Fleet Defense Turrets adds 2 to their turret value. Any vessel that is within 15cm of a friendly vessel with Fleet Defense Turrets when it gets to use its turrets against enemy ordnance, including the vessel with FDT itself, may re-roll missed turret results once.

Gyro-stabilized Targeting Matrix: Ship weapons are reduced to 75% instead of 50% when on All Ahead Full, Come To New Heading or Burn Retros special orders. Nova Cannons still may not fire. The ship may reroll 1s while firing its weaponry if it is not on lock-on special orders.

Augmented Weapon Relays: Weapon batteries shift left on the gunnery table. Lance hits count as double
on rolls of a 6.

Proposed Point Costs:
(0-1) Omnissiah’s Victory . . . . . . . . . . . . . 405 Points (Proposed)
Emperor Battleship . . . . . . . . . . . . . . . . . . 390 Points 
Retribution Battleship . . . . . . . . . . . . . . . . 380 Points 
Oberon Battleship . . . . . . . . . . . . . . . . . . . 380 Points 

Dictator Cruiser . . . . . . . . . . . . . . . . . . . . . 245 Points
Tyrant Cruiser . . . . . . . . . . . . . . . . . . . . . . 215 Points
Lunar Cruiser . . . . . . . . . . . . . . . . . . . . . . . 215 Points
Gothic Cruiser . . . . . . . . . . . . . . . . . . . . . . 215 Points
Endeavor Light Cruiser . . . . . . . . . . . . . . .  (TBD)
Endurance Light Cruiser . . . . . . . . . . . . . .  (TBD)
Defiant Light Cruiser . . . . . . . . . . . . . . . . . (TBD)

Nova Frigate . . . . . . . . . . . . . . . . . . . . . . . . 45 Points
Firestorm Frigate . . . . . . . . . . . . . . . . . . . . . 40 Points
Gladius Frigate . . . . . . . . . . . . . . . . . . . . . . .40 Points
Sword Frigate . . . . . . . . . . . . . . . . . . . . . . . 35 Points
Falchion Frigate . . . . . . . . . . . . . . . . . . . . . . 35 Points
Hunter Destroyer . . . . . . . . . . . . . . . . . . . . . 35 Points
Cobra Destroyer . . . . . . . . . . . . . . . . . . . . . . 30 Points

Proposed Omnissiah's Victory notes:
"The Omnissiah's Victory cannot use “Come To New Heading” special orders. The profile for The Omnissiah’s Victory already reflects the rules for Adeptus Mechanicus vessels. It is equipped with
Advanced Shields and Augmented Weapon Relays as part of its point cost, and can take no other refits from the Mechanicus Gifts table. You may include the Omnissiah’s Victory in
place of one battleship in the Adeptus Mechanicus fleet if it totals 1000 points or greater. If used, it must be the flagship and embark an Archmagos. The Omnissiah’s Victory cannot take any other refits except those described in the notes for this vessel, though it can earn others normally in a campaign. Only one Omnissiah’s
Victory may ever be used in a fleet that includes Adeptus Mechanicus vessels."

Ready to vote?

Offline Khar

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Re: BFG:R Adeptus Mechanicus
« Reply #192 on: March 12, 2013, 08:51:14 AM »
Well maybe at least change wording of advanced shielding to lance weapons suffering -1 to hit penalty, just to resolve DE lance issue.

Offline afterimagedan

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Re: BFG:R Adeptus Mechanicus
« Reply #193 on: March 12, 2013, 03:46:13 PM »
Khar, could you explain the Dark Eldar lance thing again?

Phantom  .83 hits per shot. Against Advanced Shielding, .66 hits per shot.
Regular    .50 hits per shot. Against Advanced Shielding, .33 hits per shot.

This seems fine to me.

Offline Khar

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Re: BFG:R Adeptus Mechanicus
« Reply #194 on: March 12, 2013, 04:26:47 PM »
While normally it's not much of a problem, when DE lance is locked-on, AS increases chance for double hit from 0,49 to 0,55, due to 4's in the initial roll also being rerolled. While chance do inflict any damage drops (from 1,24 to 1,1), chance to inflict double damage increases, making recieving locked on phantom lance shot more risky affair.

Changing it to -1 to hit would make them do double damage only on 6 and stil retain option for inflicting single point of damage.

It's not that much of a differance, so if no one else thinks alike, I can live with that. Just bothers me a bit.
« Last Edit: March 12, 2013, 04:29:56 PM by Khar »