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Post by markdavidstill on Jan 11, 2016 21:51:12 GMT -5
I spoke to Robin about this whilst Gruntz was just taking off.
With the rules for destroying buildings & opening doors, has made it more plausible to use Demo experts, Obviously a specialist. Using a three step phase:
1.) Assault the target building, door or stationary vehicle
2.) Skill Test to place charge, DOUBLE 1 WAXED figure gets it all wrong & blows themselves sky high, any other failed roll may try again next turn.
3.) Move Action to get out of blast zone.
was thinking 4 demo charges per Demo Expert.
My main difficulty is how many points for the charges, & what weapon stats to use for them?
(ION AGE miniatures gave me a free demo figure, & really want to use it in My Judge Dredd SWAT team for it's intended purpose. BLOWING THINGS UP!)
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Post by comstar on Jan 13, 2016 6:55:37 GMT -5
Well a 2 point perk seems reasonable for skill based perk as it only opens up the use of demo charges. I like the double one rule btw As for demo charges I probably use the artillery damage, AE, AP and cost from Light to Heavy. How many charges you get are well proportional to the size of charge. I would suggest: 2 x Heavy 3 x Medium 4 x Light The reason for not using Assault is a there to big and AE is 4 so not getting away in a hurry! Now I'm going to give this a go
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Post by markdavidstill on Jan 13, 2016 15:44:53 GMT -5
Thanks for the advice, was thinking arty damage myself just wanted someone to double check. Like the idea of different sized charges, one I didn't think of. But makes a hell of a lot of sense to me.
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Post by comstar on Jan 14, 2016 9:38:54 GMT -5
No problem I like the idea
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Post by patg on Jan 26, 2016 15:34:33 GMT -5
Well a 2 point perk seems reasonable for skill based perk as it only opens up the use of demo charges. I like the double one rule btw As for demo charges I probably use the artillery damage, AE, AP and cost from Light to Heavy. How many charges you get are well proportional to the size of charge. I would suggest: 2 x Heavy 3 x Medium 4 x Light The reason for not using Assault is a there to big and AE is 4 so not getting away in a hurry! Now I'm going to give this a go Or you get 4 "physical" light charges, use 2 for medium effect, all 4 in one go for heavy. This would also allow for Assault if placed by multiple engineer figures - all of whom would have to avoid double 1s I haven't done the math so the ratios may need to be adjusted.
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Post by comstar on Jan 26, 2016 19:33:30 GMT -5
My figures were only a guess in the first place it would need to be play tested. I like the multiple charge to increase the size of demo charge. May be a little to low at four small charges but if your scale up by one to get a bigger bang. So each small charge add one one chart... ie to get... 1 x small = small 2 x small = medium 3 x small = heavy 4 x small = assault (4 AOE. oh dear not getting out of that bang!) How does that sound
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Post by patg on Jan 26, 2016 20:50:11 GMT -5
A slight modification. Damage is linear but cost is not giving diminishing returns for larger charges. Using the points cost to drive the number of charges required to make up an artillery strike we get:
1 x small = small 2 x small = medium 4 x small = heavy 7 x small = assault
So two engineer specialists are needed to place an assault charge (and they still can't clear the AOE). Now the problem is for an assault charge there is an additional cost in actions. Possible ways to compensate would be to drop the cost to 6 for heavy - not optimal because the engineer is still likely to get waxed by the AOE or only apply the double 1 effect for the second batch of charges since the first guys are just dropping bricks of plastique without having to wire it up.
I am thinking play testing is required
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Post by comstar on Jan 27, 2016 7:36:41 GMT -5
It's one of reasons I said that assault charges is not feasible for normal Gruntz... now fanatics thst is another option As both of has said a little play testing is required
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