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Post by fjodin on Jul 30, 2012 21:10:39 GMT -5
GREAT! So if I have a battle of 2 4-man squad against 1 8-man squad (Identical troop stats and no Squad Attachment) it'll be point balanced?
And what new subcommander perk does? Does it only allow to group specialists into unit or it can be used with regular rifle squad?
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Post by fjodin on Jul 30, 2012 22:55:36 GMT -5
The reason I am asking, is that I want to reassign all my men in professional armies in 4-man fireteams+1 Squad attachment (Thats sad there are no 3 man firetems... 3 rifles +1 squad attachment will make real life US fireteam) to make them more flexible. But militia, nsurgents and armies with conscriprion will use V1 organisation of 6 rifles + 1 or 2 SA
Is it possible to make minimum squad size not 4 but 3 models? It'll be really cool if we can make real world firetems (3 rifles, 1 SA)
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Post by inrepose on Jul 31, 2012 3:12:50 GMT -5
4 is the min size. So you can have 4 squad members +1 or +2 attachments.
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Post by fjodin on Jul 31, 2012 5:19:30 GMT -5
OK. Sad that we can have 3 as min size to reflect real world firetams, but GRUNTZ is sci-fi game, not modern warfare game. So AMAZINGLY BIG THANK YOU for 4,5,6,7,8,9 and 10 man fireteams (and from 0 to 2 Squad attachments). Now AT last this is not a problem if different manufacturers place different amount and types of models in their packs! For example 15mm Spugs ( www.sprigganminiatures.co.uk/2.html ) are sold in packs of six with 4 wariors, 1 squad leader and 1 Squad attachment. As you can see you can make v1 squad from this pack, because you are lacking 1 warior to have basic 6 man squad. Now this is not a problem! And at last I can make 4 man SG Teams!
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Post by far4ngn on Oct 19, 2012 23:55:42 GMT -5
Can we still pledge support?
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Post by inrepose on Oct 20, 2012 8:21:35 GMT -5
You don't need to pledge in a couple of weeks because after I send the pre-ordered copies out you will be able to purchase the print copy on wargames vault + the latest Barracks version. All dependent on them sending me my printed proof copy and me approving the layout for print.
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Post by Ben on Oct 27, 2012 12:40:36 GMT -5
4 is the min size. So you can have 4 squad members +1 or +2 attachments. The most important aspect of a good builder is not the squad size but the different weight of the weapons (just for example) respect different level of users. A heavy lasgun must cost differently if used by a green gruntz or elite gruntz. Also the same object should cost you differently at the same level, if a model has a role, for example static support, rather than an active role of assault. In short, a real builder that allows a real balance does not exist, but simply listing features and costs without weigh certain differences are likely to be just a nice spreadsheet and near useless. I hope the new builder is more refined than the 1.0 version Regards Ben
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Post by twogunsblazing on Oct 27, 2012 23:18:44 GMT -5
I'm finding Barracks to be a great tool, and it's only in the Alpha stage. I'm very happy with it....
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Post by timsnoddy on Oct 28, 2012 4:29:55 GMT -5
4 is the min size. So you can have 4 squad members +1 or +2 attachments. The most important aspect of a good builder is not the squad size but the different weight of the weapons (just for example) respect different level of users. A heavy lasgun must cost differently if used by a green gruntz or elite gruntz. Also the same object should cost you differently at the same level, if a model has a role, for example static support, rather than an active role of assault. In short, a real builder that allows a real balance does not exist, but simply listing features and costs without weigh certain differences are likely to be just a nice spreadsheet and near useless. I hope the new builder is more refined than the 1.0 version Regards Ben I too think Barracks is a great tool. I have just finished making over 30 different unit cards for a participation game this coming Saturday. I would not have attempted this without something like Barracks. The points system in 1.1 is not perfect. BUT, Robin has done a heck of a bit of work to improve it over 1.0 Any points system is inherently flawed. A force composed of standard infantry without AP weapons will always be up against it if it meets a force entirely composed of super heavy vehicles, regardless of the relative points values. Robin, says to use the points as a guide. Personally I think it is about 80-90% right. I have suggested elsewhere an alternative bid system for balancing games. Best of all there is nothing to stop you incorporating whatever "weighting factors" you want in your own games. As long as you and your opponents use the same system it should not make any difference. I will certainly be adding a few points to the higher shoot stats. I think most of the perks are under pointed. When 1.1 is published I hope there will be a group looking at refining the points system when we see all the new rules. Your input would be welcome.
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Post by Ben on Oct 28, 2012 12:09:39 GMT -5
Thanks for your reply Yes a group focused on that would be great!
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Post by kevh52 on Nov 2, 2012 10:50:48 GMT -5
greetings all is there some way of printing my cards
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Post by timsnoddy on Nov 2, 2012 12:26:03 GMT -5
greetings all is there some way of printing my cards The cards are saved in default JPEG format which can be printed out.
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Post by timvidlak on Nov 3, 2012 5:54:33 GMT -5
Does any one know if Robbin Eliminated Higher Mods Perk from the Game or is it Just a fluke that it is missing in the Kick Starter. Also if anyone Finds out the new Transport Capacity for Ground Support Vehicles is Changing to in 1.1 Can they Let me Know As I have Most of my TO&Es worked out but can not finish until I can Match the units to their Transport for my Mechanized Armies.
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Post by inrepose on Nov 6, 2012 9:03:56 GMT -5
Strange one.. I thought I had answered the question on Higher Mods yesterday? Yes they are gone.
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Post by marauder on Dec 3, 2012 13:21:08 GMT -5
Okay, great, got v1.1. Looks fantastic! Now just need the non-alpha of barracks and I'm all set! Any idea on the ETA?
Thanks, -Tim
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