02-06-2019, 02:56 PM | #11 |
Join Date: Jun 2012
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Re: Pointless Units
I would love a missile tank with full heavy mobility. As they are they work much better on the orange map than on the green ones. I love them in Ogre. In GEV, not so much.
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02-06-2019, 09:13 PM | #12 |
Join Date: Dec 2016
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Re: Pointless Units
Could be interesting to try faster MSLs. As they are, I quite enjoy using a couple as support units on the green maps. Backing up a line of HVYs and/or Inf, a few in the mix earn their keep, especially on a lateral road just behind the line.
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All-Purpose Gaming Blog: Goblinhall |
02-07-2019, 04:56 PM | #13 |
Join Date: Dec 2007
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Re: Pointless Units
By this, you mean "HVY" movement mode?
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"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
02-13-2019, 03:53 PM | #15 | |
Join Date: Oct 2005
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Re: Pointless Units
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It's wise to have new units come in a little low on the calculator. They start as specialists and can find their way from there. Keeps it from becoming Munchkin-ized. |
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02-15-2019, 01:45 PM | #16 |
Join Date: Dec 2016
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Re: Pointless Units
Along with giving transport vehicles a points value so they can be used with the same flexibility as other units and not just 'as assigned by scenario', I think it's worth allowing infantry to attack while mounted like they do from GEV-PCs.
That especially makes sense for those of us who are using open-topped transport vehicles to allow for easy transfer of infantry miniatures rather than fiddling with book-keeping or adding markers.
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All-Purpose Gaming Blog: Goblinhall |
02-15-2019, 03:15 PM | #17 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Pointless Units
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-HJC |
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02-15-2019, 03:36 PM | #18 |
Join Date: Dec 2016
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Re: Pointless Units
Have you compiled a list of the established units and your calculated values anywhere? The only links I've found just go the calculator itself.
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All-Purpose Gaming Blog: Goblinhall |
02-15-2019, 04:03 PM | #19 |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Pointless Units
For Trucks, I'm OK with allowing open-top vehicles and INF to fire from them. For Hovertrucks, not so much. Because that's essentially what a GEV-PC is, and that's not worth undermining. I'd also say that open-top trucks are tactically worth more because of that ability, and should probably cost more as well. But there lies the problem with establishing fixed values for transports - depending on the scenario, different kinds of transport are going to be worth more or less. I'm not arguing that it's not good to establish a baseline, just that said baseline is gonna get tossed more often than not if the trucks are actually necessary in the scenario...
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
02-15-2019, 06:19 PM | #20 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Pointless Units
Quote:
I do have them hidden internally in the script, but that is only for purposes of running simulations against player defined units. I only use Evil Stevie's property as needed for the purposes of providing an add on adjunct for his customers' amusement, I don't copy past that point.
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-HJC |
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