03-06-2019, 05:13 PM | #11 |
Join Date: Jun 2012
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Re: Battlefields Rules Changes
Additional changes in the text:
3.02.2 Heavy Weapons Teams (4th Paragraph) “Each missile would cost 1 VP” changed to “Each additional missile would cost 1 VP” 5.08.1 Effects on Infantry (2nd Paragraph) “attack normally in water” changed to “move and attack normally in water” 14.02 Ogre Ninjas (4th Paragraph) “An enemy Ogre may combine the fire of any of its own weapons.” changed to “An enemy Ogre may combine the fire of any of its own weapons, regardless of the distance.” 15.04.7 Create Revetment (5th Paragraph) “Entrenchments may be built within a revetment. In this case, the entrenchment benefit is calculated prior to the revetment benefit in the same manner as any other terrain bonus” changed to “Entrenchments may not be built within a revetment” Question for Drew: I raised some questions about revetments and SHVY ramming in another topic. Is there a chance these might still be addressed in this rulebook or will that need to wait for a future revision? |
03-06-2019, 08:49 PM | #12 | |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Battlefields Rules Changes
Quote:
https://www.flickr.com/photos/128248...7695327406850/ Are there any rules or WIP rules for using cold craters in the game? I imagine Combat Engineers would be able to utilize cold craters in all manner of interesting ways...
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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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03-06-2019, 09:30 PM | #13 | |
Join Date: Dec 2016
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Re: Battlefields Rules Changes
Quote:
"A cold crater is treated as a clear hex with ridges on all six sides (see 2.02.1)." My Cat senses detect a new game mat lurking in production...
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All-Purpose Gaming Blog: Goblinhall |
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03-07-2019, 04:17 PM | #14 |
Join Date: Sep 2004
Location: The North American Combine
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Re: Battlefields Rules Changes
Is there a link posted somewhere that I missed?
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"There is no such thing as a dangerous weapon, only dangerous men." "Death is certain, life is not." "No one assails me without punishment" |
03-07-2019, 05:06 PM | #15 |
Join Date: Oct 2014
Location: St. Louis, Missouri
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Re: Battlefields Rules Changes
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03-08-2019, 04:45 AM | #16 |
Join Date: Apr 2012
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Re: Battlefields Rules Changes
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03-10-2019, 10:42 PM | #17 | |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Battlefields Rules Changes
Quote:
...or at the very least a new terrain token...heh It may also prove useful for certain Scenarios if we know how long it takes a Hot Crater to become a Cold Crater. Obviously this is more for campaign battles than one-off games. It would be strategically important to know when a Hot Crater will become crossable as it cools enough for such maneuvers. I'm thinking of the Fulda Gap for example if it was cratered and what that would do to strategic planning, ect. in The Last War. As an example in a scenario where it would be relevant..."the Hot Crater blocking passage of everything will become a Cold Crater and passable by OGREs, Superheavies and Infantry on Turn 3." The Crater left after the attack is itself a potentially powerful secondary weapon effect aside from the blast damage to units it causes when used to alter enemy unit movement by denying them accessible terrain if the Map can be used in such a way to exploit this tactic.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 03-11-2019 at 05:30 PM. |
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03-11-2019, 04:12 AM | #18 | |
I do stuff and things.
Join Date: Aug 2004
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Re: Battlefields Rules Changes
Quote:
If you would like extra Ogre counters, we have several available: * http://www.warehouse23.com/products/...ogre-nightfall * http://www.warehouse23.com/products/...uncommon-ogres * http://www.warehouse23.com/products/...assic-counters * http://www.warehouse23.com/products/...sheets-1-and-2 Additionally, we did not print many more copies of Battlefields than will be needed to handle Kickstarter rewards and any BackerKit preorders.
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Battlegrip.com, my blog about toys. |
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03-11-2019, 08:39 AM | #19 |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Battlefields Rules Changes
I'm guessing that a hot crater will take weeks-to-months to become a cool crater. But I honestly don't know what experiments have shown for the "cooling time" of real nuclear tests. That said, I thing there must be some middle ground between a "hot" crater and a "cool" one, i.e. a "warm" crater, which would be at least dangerous to human-crewed units, and probably also to Ogres (though possibly less so). I had some ideas for that with my "small craters" in the CM Fizzle article that got cut due to needing more work than it was worth. The original idea was that human-crewed units that end their turn in a small crater hex took a 1-1 attack treating both Xs and Ds as Ds, treating it as a terrain disable instead of enemy fire. I think it needs work, but that was my basic idea - perhaps something like that for a warm crater? I would expect the half-life of a warm crater would be measured in days or weeks, so it's just a question of how long until it cools enough to not be instantly deadly, and then how long until it's no worse than background radiation (at least for combat troops)...
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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