Tuesday, October 16, 2012

Poll: Should 6+6 Always Succeed?

David And Goliath, Themiko
I'm going to be doing some more stat work today, incorporating some of the feedback from my last post. So while get that done, it seems like a good time to ask a question of our readers. Should we have an auto-pass mechanic for To-Hit and To-Pen rolls? Or should some things just be impossible to do?

Monday, October 15, 2012

Weapons Balancing Vs. Knights

Iron Man Concept Painting, Disney/Marvel
With the new shooting/pen/damage system in mind, I've been working on balancing our weapon stats and troop profiles. Here's the numbers that I've got for Knight survivability.

Saturday, October 13, 2012

Stats On The New Wounding System

Still From The Movie 'The Hurt Locker', Summit Entertainment
Oh happy day! I figured out how to write my own custom functions in Excel with Visual Basic! This simplifies things VASTLY for tests with logical conditions. :)

Following on from my last post, here's some tables and charts of the probabilities that you'll kill a target with a particular toughness with a single penetration using the damage system I'm proposing.

Friday, October 12, 2012

Shooting, Cover Saves, and Damage

The Trenches, Andrew Howat
SandWyrm here. I apologize for the lack of updates, but it's been a pretty busy week. The wife and kids are sick, I had some minor surgery this morning that had to be prepared for, and Spag pulled me into a meeting Wednesday about next year's IndyOpen Grand Tournament. CaulynDarr has also been under the weather, so we didn't get to do any testing either.

I've been thinking though, on how to revise the shooting sequence in light of last week's testing and the failure of the 'toughness' modifiers for damage to be workable in-game. Here's the basic ideas that I've come up with...

Monday, October 8, 2012

Results Of Last Week's Testing

War Machine, Alexander Washington
Caulyndarr and I did our second round of on-table testing last Friday. Here's what we discovered.

Sunday, October 7, 2012

Laansarmie Datafiles: The Gruin

Half Orc by kolokas
O_N here (and SandWyrm), writing up what we've got on the Gruin. I've decided to get a little experimental and present it as a Datafile. :)

Wednesday, October 3, 2012

Finalizing The Strength Vs. Toughness System

Starship Troopers, Maronski
Ok, so we want to have the idea of needing multiple hits from low-strength weapons to kill high-toughness targets. But we really don't want our players having to do a bunch of division and conditional tests in their head. Else we might as well have a die roll. So how about this?

Shooting and Wound Rates

D-Day, Mariusz Kozik

Eriochrome here to talk about how fast you should be blowing your enemy to tiny bits.  About a year ago, I posted about targets for how many enemy models your small arms should take out per turn.  I suggested about 25% is a good target rate for this to make small arms matter but to limit the first mover advantage.  The idea is that for balanced units the full fire from my unit will kill 25% of the target unit.  So if we set the balance level of 10 Human Troopers to 3 Knights then the troopers should get 3/4 of a knight per turn.

Tuesday, October 2, 2012

Some Very Good Close-Combat Questions


Eriochrome brought up some great questions about how close combat should work. Let's go through each one and discuss them.

Monday, October 1, 2012

Close Combat Thoughts

Boxing 01, Miki De Goodaboom
Time to get the discussion rolling about close combat.

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