12-18-2014, 02:41 AM | #11 | |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Balancing out the Missile Tank
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I really like this idea. Now I have another "new" Paneropean unit to run in a scenario I've been working on since the KS launched. This would really work well. Thanks! :) I wonder what this ability would do to the units cost, if anything? Maybe it adds no AU value and can be considered the official rule that never made it into the rules revision. ;) That's my take anyways.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
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12-18-2014, 05:28 AM | #12 |
Join Date: Jan 2007
Location: Rio de Janeiro, Nova Brasília
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Re: Balancing out the Missile Tank
I generally give units the ability to reaction fire if they have not moved or fired during their player turn.
I give the attacker 25% more units to balance this out. |
12-18-2014, 09:00 AM | #13 | |
Join Date: Oct 2005
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Re: Balancing out the Missile Tank
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HWZ and MHWZ, too? Ogre missiles? Lasers? Could get complex fast. |
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12-18-2014, 11:11 AM | #14 |
Join Date: Jan 2007
Location: Rio de Janeiro, Nova Brasília
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Re: Balancing out the Missile Tank
Real simple:
A unit that doesn't move or fire in its turn gets a "reaction" marker placed next to it. It can fire in the enemy's turn, after his movement and before his fire. Everything but lasers. Ogres need to not move or fire at all in order to get a reaction marker. |
12-18-2014, 11:21 AM | #15 |
Join Date: Jan 2005
Location: Minnesota
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Re: Balancing out the Missile Tank
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12-22-2014, 05:19 AM | #16 | |
Former Ogre Line Editor
Join Date: Dec 2011
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Re: Balancing out the Missile Tank
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This doesn't work with buildings or infantry (though I'd like to test squad reduction in place of disabling, crazy I know). The in-game rationale is that firing exposes position, produces radar/heat signature, requires pop-up from cover (even firing indirect), etc. The out-of-game rationale is that this might (or might not!) autobalance existing scenarios without needing to adjust force sizes. |
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12-22-2014, 11:29 AM | #17 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Balancing out the Missile Tank
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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12-22-2014, 01:28 PM | #18 | |
Join Date: Oct 2005
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Re: Balancing out the Missile Tank
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For ogres, that's a pretty harsh penalty to force ogres to sit still. What happens if you just put a reaction marker on any guns they don't fire? Letting them react all the time with those unused secondaries and AP may make up for their having to get into other units' reaction range to fight. |
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12-22-2014, 11:45 PM | #19 | |
Join Date: Jan 2007
Location: Rio de Janeiro, Nova Brasília
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Re: Balancing out the Missile Tank
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Secondly, in game mechanics terms, my reaction fire rule is designed to let units with longer range occupy nice defensive terrain and let the battle come to them. Ogres moving forward and reserving fire doesn't fit in with that philosophy. Lasers are designed to shoot down missiles. If they aren't doing that, they can fire in their turn. They are not designed to take snap shots. That's the rationale. In games mechanics terms, it makes them too powerful, imho, given their infinite range. |
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12-23-2014, 10:42 AM | #20 |
Join Date: Jan 2005
Location: Minnesota
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Re: Balancing out the Missile Tank
Ogres don't need the help to make them worth choosing for your force. Letting them reserve some weapons for opportunity fire would make them even more powerful. Infantry in particular would become completely useless if APs always got the first shot.
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