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forgeofwar · Forge of War

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  • Members: 690
  • Category: Wargaming
  • Founded: Jan 19, 2009
  • Language: English
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Messages 164 - 193 of 3747   Oldest  |  < Older  |  Newer >  |  Newest
Messages 164 - 193 of 3747   Oldest  |  < Older  |  Newer >  |  Newest
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164 kyle_k201 Send Email Feb 6, 2009
2:12 am
Guys, I was on the Majestic 12 website today and downloaded the Demo version of their sci-fi infantry skirmish game Defiance. The game uses 1D10 and is...
165 lanceelvenblade Send Email Feb 6, 2009
9:29 am
Already got them and played them. The d10 approach is not particularly unusual, I've seen it in a few games, its just different to the GW hit/save mechanic. I...
166 kyle_k201 Send Email Feb 6, 2009
12:33 pm
Would it be easier to just add D-markers to the Defiance system? Maybe rework the morale section too but leave everything else. It's already been developed,...
167 adamishyrwude Send Email Feb 6, 2009
12:52 pm
I like how defiance has the to hit number straight next to the stat - with very little modifiers - i am totally up for taking elements of Defiance for Forges...
168 adamishyrwude Send Email Feb 6, 2009
1:07 pm
Just taken a quick scan over it - mainly over the shooting section. I like how the intial stat has already worked out range and qaulity - so all that would...
169 lanceelvenblade Send Email Feb 6, 2009
1:10 pm
Defiance has varying range bands rather than just long and normal which is why there is the 3+ 5+ 7+ etc....
170 Jason Mastros
cheshirekat72 Send Email
Feb 6, 2009
1:37 pm
I have read through Defiance before and have played through two smaller games solo, just to get a feel for the mechanics. While I do agree that it has some...
171 lanceelvenblade Send Email Feb 6, 2009
4:14 pm
I tend to agree with Jason, Defiance is good but Forge flows far better for me. I think there are a few stats I might like to tweek but the 2 main areas that...
172 lanceelvenblade Send Email Feb 6, 2009
4:17 pm
Currently the rules state that when rolling for close combat the unit reduces its FV by the number of d-markers. Does this make sense? I can see markers...
173 Jason Mastros
cheshirekat72 Send Email
Feb 6, 2009
8:49 pm
I can see your point-if any type of combat brings out the raw fighting instinct to survive, it would have to be hand to hand. so, no, I don't think a typical...
174 cheshirekat72 Send Email Feb 7, 2009
12:42 am
I like Adam's vehicle ideas, but I was hoping for something that would allow a more linear approach to damage (ie, the greater the effect, the greater the...
175 adamishyrwude Send Email Feb 7, 2009
7:38 pm
These rules are defiantly a improvement to mine - far less book keeping - totally like what you done dude! :)...
176 Jason Mastros
cheshirekat72 Send Email
Feb 7, 2009
8:03 pm
Awesome, glad you think so, Adam. You got the ball rolling-I just took a bit from everyone and mucked with it a bit. Please feel free to poke holes in it  as...
177 lanceelvenblade Send Email Feb 10, 2009
11:04 am
Something that was discussed in the game last night was units with a CV of 10. Should they still test to activate but failed if a 10 is rolled? This means they...
178 lanceelvenblade Send Email Feb 10, 2009
11:14 am
I wanted to ensure a common understanding for activations. If I activate some units but then fail before all my units have activated, initiative passes to the...
179 adamishyrwude Send Email Feb 10, 2009
12:59 pm
Played a game using gaurd last night (got a sound kickin from Lance!) but i noticed a couple of things with the 40K stats (which are mostly dead on the money)...
180 Jason Mastros
cheshirekat72 Send Email
Feb 10, 2009
1:50 pm
As I understand it, 1) The turn continues until each player has attempted to activate each of his units. This is what I think Craig intended, but here...
181 lanceelvenblade Send Email Feb 10, 2009
2:15 pm
We used the vehicle rules which worked well. It was just one instance but looking good so far. The activation question came up as if you end the turn once both...
182 lanceelvenblade Send Email Feb 10, 2009
2:16 pm
I'll be led by you guys on the weapon values as I'm no 40k expert. I'll have a think about the melee weapons based on what I read in the 40k book...
183 Jason Mastros
cheshirekat72 Send Email
Feb 10, 2009
3:36 pm
I agree that ending the turn with a failed activation causes balance issues, and I don't  think it should be changed. As as a side note, it can make for a...
184 adamishyrwude Send Email Feb 11, 2009
7:19 pm
One more thing! i think figures in 40K with a armour save of 5+ (Tau, Gaurdsmen, Genestealers) should have a AV of 2 Orks (save 6+) is a Av 1 Gaurdsmen (save...
185 Jason Mastros
cheshirekat72 Send Email
Feb 12, 2009
12:03 am
I am fine with this adjustment. What is everyone's feedback on Lance's proposal to remove the d-marker penalty from close combat? I tried it in a small game...
186 cheshirekat72 Send Email Feb 12, 2009
12:11 am
I have a little more time free than in the last few weeks, but I am not certain what needs work the most at the moment. What are your thoughts, gents? These...
187 Jason Mastros
cheshirekat72 Send Email
Feb 12, 2009
12:42 am
On second thought, I do have a question about adjusting these values. Do you think all AV values should shift upward? Is this going to cause any kind of...
188 lanceelvenblade Send Email Feb 12, 2009
9:44 am
so if a player fails, initiative passes to the other player until he fails and so on until all units have either passed or failed. If a player has tried all of...
189 lanceelvenblade Send Email Feb 12, 2009
9:56 am
giving 6+ saves AV of 1, 5+ AV 2 etc makes sense in that it mirrors the armour levels of 40k. If we don't give 6+ AV1 then whats the point of them having any...
190 lanceelvenblade Send Email Feb 12, 2009
10:01 am
I think some more work on deciding about independent characters (d- markers etc) is worthwhile. I also think the the morale stuff needs polishing. Although I ...
191 adamishyrwude Send Email Feb 12, 2009
10:18 am
Well when it gets to AV 4 - it all stays the same as before (other than terminators which become Av 5 - Av 7 was too big a leap for me What this does is tie...
192 adamishyrwude Send Email Feb 12, 2009
10:21 am
Just thinking and had the idea of "Bad actions" like the actions you can give to a failed unit. Ie: Withdraw, Hide, even... surrender!...
193 adamishyrwude Send Email Feb 12, 2009
10:23 am
Oh and defo thumbs up to star wars lists!...
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