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...
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lanceelvenblade
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...
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kyle_k201
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,...
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adamishyrwude
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...
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adamishyrwude
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...
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lanceelvenblade
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....
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Jason Mastros
cheshirekat72
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...
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lanceelvenblade
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...
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lanceelvenblade
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...
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Jason Mastros
cheshirekat72
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...
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cheshirekat72
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...
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adamishyrwude
Feb 7, 2009 7:38 pm
These rules are defiantly a improvement to mine - far less book keeping - totally like what you done dude! :)...
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Jason Mastros
cheshirekat72
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...
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lanceelvenblade
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...
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lanceelvenblade
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...
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adamishyrwude
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)...
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Jason Mastros
cheshirekat72
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...
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lanceelvenblade
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...
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lanceelvenblade
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...
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Jason Mastros
cheshirekat72
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...
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adamishyrwude
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...
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Jason Mastros
cheshirekat72
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...
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cheshirekat72
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...
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Jason Mastros
cheshirekat72
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...
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lanceelvenblade
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...
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lanceelvenblade
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...
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lanceelvenblade
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 ...
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adamishyrwude
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...
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adamishyrwude
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!...