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Bunnahabhain

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  1. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Play Testing The Alma   
    Given the details on the blog do cover the fundamental points, you should be able to come up with something in the right area, which you can have some fun with. Oddly enough, a unit described on the blog as a skimming frigate isn't a Massive class robot diving model!
    I'd suggest you have a go at building some trial models for them from balsa, plasticard and such like. Having too many proxy models that don't look enough like what they represent is not fun, it just leads to you forgetting stuff with you or your opponents models.
  2. Like
    Bunnahabhain reacted in Houserule For Emperor Tested   
    @ Kissing
    Balance vs Fun?....its a good question.
    In many groups, House Rules or Gaming Norms are common, either due to rule complexity, gamer skill levels or other national factors. But its important to differenciate between a tempory fix (for fun or as a test) and definative permanent changes to ORBATS and vessel loadouts (for game balance). Hence why I would encourage players to keep the forum up to date on how their House Rules are progressing. One of the reasons for this in a Prussian sense in how tricky they are to just pick up and play for new starts and those veterans who are new to the required skill-set the Prussians demand. So I would be cautious about adding in definitive changes 'on the hoof'.
    One thing that is worth trying is to make a model change in stats/MARs/equipment etc and play with it for a month or so. Count up wins and losses during that period and compare with a month you played the model RAW (Rules as Written). If the number is vastly higher, then revert back to the RAW format of the model and test for another month.....surprisingly in most cases the number of wins and losses might not change as much as you'd expect, not because of the MAR/Stat change you made in the previous month, but because you have now used the vessel more often (over the last 3 months), developed a play style/tactic that works for you in your group and overall improved your knowledge of the game.
    Our playtesting uses a method quite similar to this (when time permits) and it is proving quite successful.
    House Rules or RAW, either way....its all good. Play games and have fun!
    Cheers,
    Delboy.
  3. Like
    Bunnahabhain reacted in Play Testing The Alma   
    Sorry Finn_the_Human
    But none of the playtesters are permitted to talk about the Alma stats/mechanics until release. ...Top Secret, and all that!
    I know you're keen to see them, but I'm afraid you'll just have to wait
    But dont be put off speculating about the possible loadouts and MARs though!
    Share your ideas!
    Cheers,
    Delboy.
  4. Like
    Bunnahabhain got a reaction from Sanguinary Dan in Chevaliers & Couronne - First Time Out.   
    I'm fully aware of the problem of cloud generators, and so are my opponents The way cloud generators bias your activation towards getting certain large units activated is a significant weakness, as is is predictable, and therefore often easy to exploit.
    How aggressive I am with my large units is tied to how good at boarding my opponent is, and their fleet orders- if they're after my mediums and smalls, I'm going to put my large things in their face, and force them to deal with them, and if that risks leaving them vulnerable for an extra activation or two, so be it.
    In my opinion, the cloud generator is the defining feature of the French naval fleet, and learning how to use it is the biggest thing in our naval game.
  5. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Glacier Icebergs And French Skimmer   
    A few things....
    Surface skimmer allow the model concerned to move over terrain one size class or more smaller than it. (French booklet, page 15) So the size of the ship and terrain does matter. It doesn't matter if it is land or naval terrain, it's only the size that matters.
    Icebergs are only considered land for armored models. As surface skimmers are naval models, this does not apply.
    So, for the medium skimmer, it will be able to cross any small terrain without a risk.
    For the small skimmer, it will be able to cross reefs, sandbars, bogs, swamps, and other terrain with no height without risk
  6. Like
    Bunnahabhain got a reaction from thejrade in Mathematical Function For Exploding Dice   
    OK, I'll try and explain it as clearly as I can. I know some people find maths hard to visualize...
    ----------------------------------------------------------
    The basic maths for calculating exploding dice.
    For dice wanting a 4,5,6 to succeed, we can have the following results
    1 0 successes
    2 0 successes
    3 0 successes
    4 1 successes
    5 1 successes
    6 2 successes + re-roll
    So from our 6 rolls, we have 4 successes, and 1 re-roll. Therefore we can say an average dice gives us 4/6th of a success and 1/6th of a re-roll, which we could write as:
    Successes = 2/3 + 1/6th (re-roll)
    But the re-roll gives us another dice, so we now have...
    =2/3 + 1/6( 2/3 + re-roll)
    then
    =2/3 + 1/6(2/3 + 1/6 x(2/3 + re-roll)
    etc, etc
    which becomes:
    Successes = 2/3 x (1+1/6 + (1/6)^2 + (1/6)^3 + (1/6)^4 + (1/6)^5........)
    If you work this out, it converges on 0.8000 My spreadsheet has it as 0.799485114after 6 rounds of exploding dice.
    --------------------------------------------------------------
    On average, one dice needing 4,5,6 should generate 0.80 hits on average, so 10 dice should be 8 hits, 20 should be 16 hits, etc, etc
    If we simply ignore the exploding bit altogether, then we have an average of 4 successes from 6 rolls. 4/6 = 0.666. How you manage to get an average of 0.63 in use is beyond me, unless you have dice like mine when you can't roll a 6 for love nor money some weeks....
  7. Like
    Bunnahabhain got a reaction from Abrilete in To Link Or Not To Link, That Is The Question.   
    Firstly, how many hits can I expect? Using the standard 1 dice (4+)= 0.8 average hits, (5+) = 0.6 average hits , (3+) = 1.0 average hits
    What am I shooting at?
    Is that medium in a position where getting a crit could cause serious trouble- lots of things to teleport into, magazine explosion etc. Is disrupting that squadron enough to stop it being a boarding threat?
    Does that squadron have lots of weapons, so spreading damage around drops AD fast, or does the ship have one big gun( Or rockets, torps etc) I want to cripple through focused attacks?
    Which fleet am I facing?
    If it's EotBS, then their very high crit ratings make it easier to roll lots of smaller batches of dice to get lots of single points of damage.
    If it is the FSA, then the opposite applies- batch up- once you've beaten the DR, the CR isn't far off, so you might as well try.
    What choice of targets do I have?
    Can I pick a target that allows me to use my AD effectively?
  8. Like
    Bunnahabhain got a reaction from Ruckdog in Mathematical Function For Exploding Dice   
    OK, I'll try and explain it as clearly as I can. I know some people find maths hard to visualize...
    ----------------------------------------------------------
    The basic maths for calculating exploding dice.
    For dice wanting a 4,5,6 to succeed, we can have the following results
    1 0 successes
    2 0 successes
    3 0 successes
    4 1 successes
    5 1 successes
    6 2 successes + re-roll
    So from our 6 rolls, we have 4 successes, and 1 re-roll. Therefore we can say an average dice gives us 4/6th of a success and 1/6th of a re-roll, which we could write as:
    Successes = 2/3 + 1/6th (re-roll)
    But the re-roll gives us another dice, so we now have...
    =2/3 + 1/6( 2/3 + re-roll)
    then
    =2/3 + 1/6(2/3 + 1/6 x(2/3 + re-roll)
    etc, etc
    which becomes:
    Successes = 2/3 x (1+1/6 + (1/6)^2 + (1/6)^3 + (1/6)^4 + (1/6)^5........)
    If you work this out, it converges on 0.8000 My spreadsheet has it as 0.799485114after 6 rounds of exploding dice.
    --------------------------------------------------------------
    On average, one dice needing 4,5,6 should generate 0.80 hits on average, so 10 dice should be 8 hits, 20 should be 16 hits, etc, etc
    If we simply ignore the exploding bit altogether, then we have an average of 4 successes from 6 rolls. 4/6 = 0.666. How you manage to get an average of 0.63 in use is beyond me, unless you have dice like mine when you can't roll a 6 for love nor money some weeks....
  9. Like
    Bunnahabhain got a reaction from klarg1 in Mathematical Function For Exploding Dice   
    OK, I'll try and explain it as clearly as I can. I know some people find maths hard to visualize...
    ----------------------------------------------------------
    The basic maths for calculating exploding dice.
    For dice wanting a 4,5,6 to succeed, we can have the following results
    1 0 successes
    2 0 successes
    3 0 successes
    4 1 successes
    5 1 successes
    6 2 successes + re-roll
    So from our 6 rolls, we have 4 successes, and 1 re-roll. Therefore we can say an average dice gives us 4/6th of a success and 1/6th of a re-roll, which we could write as:
    Successes = 2/3 + 1/6th (re-roll)
    But the re-roll gives us another dice, so we now have...
    =2/3 + 1/6( 2/3 + re-roll)
    then
    =2/3 + 1/6(2/3 + 1/6 x(2/3 + re-roll)
    etc, etc
    which becomes:
    Successes = 2/3 x (1+1/6 + (1/6)^2 + (1/6)^3 + (1/6)^4 + (1/6)^5........)
    If you work this out, it converges on 0.8000 My spreadsheet has it as 0.799485114after 6 rounds of exploding dice.
    --------------------------------------------------------------
    On average, one dice needing 4,5,6 should generate 0.80 hits on average, so 10 dice should be 8 hits, 20 should be 16 hits, etc, etc
    If we simply ignore the exploding bit altogether, then we have an average of 4 successes from 6 rolls. 4/6 = 0.666. How you manage to get an average of 0.63 in use is beyond me, unless you have dice like mine when you can't roll a 6 for love nor money some weeks....
  10. Like
    Bunnahabhain got a reaction from Bazlord in Useful Statistics For Dystopian Wars   
    Statistics are something of a dark art for many people, but in any dice driven game like this, an understanding of them is both rather useful and not as hard as some people think.
    We need a few basic concepts before we begin.
    ------------------------------
    Fair dice We expect our dice to be balanced, and have an equal chance of rolling 1,2,3,4,5 or 6....regardless of what you remember from last game when you couldn't roll a 6 for love nor money
    Expected value. We expect, if we roll enough dice, to get these results on average.
    The Exploding D6.As we should all know, virtually all rolls in this game have 6's, which are two successes and a re-roll.
    ------------------------------
    If we start with the core numbers- if we roll some dice, how many success can we expect? (see bottom for method)
    To hit numbers: Expected number of successes from one dice.
    3,4,5,6--------------------1.000
    4,5,6-----------------------0.800
    5,6--------------------------0.600
    6---------------------------- 0.400
    So to get the number of successes we expect, we must multiply this value by the number of dice we are rolling.
    If, for example, we have 9 AD hitting on a 4+, we can expect (9 x 0.8 )= 7.2 successes. As we can't roll a 0.2 on a dice, we'll round to the nearest whole number. It is important to only round at the end of the sum, to avoid magnifying errors.
    We can use these values to help us decide what to do.
    For example, I have a battleship with two turrets of 12/8/5/4. Am I better staying at RB2 and having my dice hitting on a 4+, or closing to RB1 and getting more dice on a 5+? Am I better off firing the turrets linked or separately?
    So, at RB2, we have 8 AD on 4s = 6.4, rounds to 6 hits. At RB1, or 12 AD on 5s = 7.2 , rounds to 7 hits,. However, we can see from the unrounded numbers that they're quite close, so for these turrets, it doesn't matter that much and we should take into account other weapons etc as well.
    How about linking?
    Linked, our two turrets deliver 12 AD at RB2, and 18 AD at RB1, so that'll be (12x 0.8)= 9.6 hits at RB2, and (18 x 0.6) =10.8 at RB1.
    Now we look at our target.....
    If we were firing at a battleship, those individual turrets are doing about enough hits for a point of damage, but if we link them, we're into the area we can expect a Crit, so we'll be better off linking them, as a point of damage is fairly certain, and a crit likely. Before shields etc.
    If we're firing at an average cruiser section, then the unlinked guns are doing crits on average, so we'll aim for two crits. If you want to stick both on one cruiser, or hope to cripple two is a harder call.
    So how about those shields etc?
    A normal shield generator has two dice that need a 4+ or 5+ depending on the kind of attack and may have a inventive scientists re-roll
    ____________Guns/AA/CC______Rockets/Torps
    Shield-----------1.6-------------------------1.2
    Shield + I.S.----2.2-------------------------1.733
    Guardian--------0.8--------------------------0.6
    Guardian +I.S. 1.2---------------------------1.0
    The battleship above took 10.8 hits at RB1, but it has shields, knocking out 1.6 hits. 10.8 -1.6 = 9.2 hits, rounding to 9, so for an average battleship, that is a Crit down to a point of HP..
    Retardant armour makes the first 6 black, not red. Thankfully, as it makes the maths easier, it's only found on cruisers and above, so we can assume you're rolling enough dice that there will be a 6 in there. Or if there isn't your dice are so bad the shot would have done nothing anyway...
    It removes ~1.1 hits on average
    Cloud generator... makes virtually everything hit on a 5+. The effectiveness of it depends on how many dice you were rolling and what you needed before.
    Number of dice 1-------2-----3----4-----5------6------7-----8------9-----10
    3,4,5,6------------- 0.4---0.8---1.2---1.6---2.0---2.4---2.8---3.2---3.6---4.0
    4,5,6----------------0.2---0.4---0.6---0.8---1.0---1.2---1.4---1.6---1.8---2.0
    5,6-------------------------Useless!
    6----------------------------Useless!
    ------------------------------------------
    The other major dice mechanic used in Dystopian wars is the 2d6. This has an uneven, bellcurve distribution.
    Roll Probablity
    1 0
    2 1/36
    3 2/36
    4 3/36
    5 4/36
    6 5/36
    7 6/36
    8 5/36
    9 4/36
    10 3/36
    11 2/36
    12 1/36
    13 0
    This is why effects that modify it are so powerful- such as Energy turrets +1 on the crit table, or cards adding +3 to the initiative roll. Indeed, radio intercept gives you a 79.5% chance of winning the roll....
    Hopefully people will find this useful.
    Edit: Have fixed spacing, as have not yet found a way to create a table here. And the typos too I hope...
    ---------------------------------------------------
    The basic maths for calculating exploding dice.
    For dice wanting a 4,5,6 to suceed, we can have the following results
    1 0 successes
    2 0 successes
    3 0 successes
    4 1 successes
    5 1 successes
    6 2 successes + re-roll
    So from our 6 rolls, we have 4 successes, and 1 re-roll. Therefore we can say an average dice gives us 4/6th of a success and 1/6th of a re-roll, which we could write as:
    Successes = 2/3 + 1/6th (re-roll)
    But the re-roll gives us another dice, so we now have...
    =2/3 + 1/6( 2/3 + re-roll)
    then
    =2/3 + 1/6(2/3 + 1/6 x(2/3 + re-roll)
    etc, etc
    which becomes:
    Successes = 2/3 x (1+1/6 + (1/6)^2 + (1/6)^3 + (1/6)^4 + (1/6)^5........)
    If you work this out, it converges on 0.8000- My spreadsheet has it as 0.799485114after 6 rounds of exploding dice.
    You can apply the same method, for dice wanting a 3+, 5+ or 6+.
  11. Like
    Bunnahabhain reacted in New Blog On Storm Of Steel!   
    I appreciate the 'can I use this model with this Fleet' issue is tricky until SoS is released as the MARs that control the allocation of minor nation models to the core nations in Dystopian Wars are not available on the web site (yet!) and not all of the models, with their corresponding Stat Cards are available either.
    I hope this helps:
    For a Tournament game the relevant new MARs are Major Resource and Minor Resource, these control which nations a particular model may be used by and the freedom with which that nation may use the model. For reasons of balance and control it was a deliberate decision to restrict certain models from being used by some nations even if they are an ally in the background material. Put another way although related there is not necessarily a direct correlation between the status of Major Ally and Minor Ally and the Major Resource or Minor Resource MARs.
    Having issued the above statement the download section for Dystopian Wars has a matrix that states which nation is a major or minor ally of which other nation and who fights who etc. Depending on the type of game you agree to play knock your self out with that list in terms of the new models, if the Danes are a minor ally of the Blazing Sun use them in an Open or Friendly game to your hearts content.
    The Prussian Empire, Russian Coalition, Kingdom of Britannia, Republique of France and Federated States of America all get access to various models from the minor nations in SoS, the Empire of the Blazing Sun and Covenant of Antarctica do not directly get access to any 'new' models as a Major or Minor Resource, but SoS has a lot more than new models, Infantry rules and Night Fighting to name but two, and if you've ever been frustrated by those pesky flyers going Obscured you'll be very interested in the new universally available Searchlight Generator
    Spartan Andy
  12. Like
    Bunnahabhain got a reaction from Smeagol in The Return Of Brunel   
    Ahh, so the question is.. what about destructive ordnance (and corrosive , lethal strike, incendiary rounds, hard impact and anything else operating vs DR) vs Phase armour.
    What I'd be tempted to say is:
    Corrosive- If a weapon with corrosive has scored a crit, proceed as normal, if not, it doesn't work
    Destructive ordnance- you get the CR roll, but no damage .......however, I'd bet the official answer will be no damage at all unless you get the crit.
    Hard Impact- Only works if you get the crit, if it is only over DR, the armour simply absorbs it, and you don't go backwards
    Lethal strike- Only works if you get the crit, if it is only over DR the armour simply absorbs it. However, the invaders are very weak when boarded. You don't need lethal strike!
    Incendary- Only works if you get the crit, if it is only over DR the armour simply absorbs it.
    The heat lance is a red herring, it simply uses the DR to determine now many dice it rolls, then it works like 99% of other weapons.
  13. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Invaders - Fearless   
    Perhaps more of the proofreading and testing should have been at venues without beer. We know what it said too well- well enough to not actually read it!
  14. Like
    Bunnahabhain got a reaction from Averlorn in Boarding An Coa Dread With 3 Jh. Need Some Clarification   
    The robots cannot leave AP aboard, so the dreadnought becomes a derelict. The wording is much clearer in the V1.1 book
    Once something is derelict, it can't be taken by either side- unless there is a MAR somewhere I've forgotten about...
  15. Like
    Bunnahabhain got a reaction from roadkizzle in New Blog On Storm Of Steel!   
    I have a French force, but am looking to expand it with Belgium allies. Also to get round the fact that Belgium is split between French and British supporting factions, I'll probably pick up a British starer set, so they can change sides at will, depending on who holds the most of their breweries at that time...
  16. Like
    Bunnahabhain got a reaction from Grayghost in New Blog On Storm Of Steel!   
    I have a French force, but am looking to expand it with Belgium allies. Also to get round the fact that Belgium is split between French and British supporting factions, I'll probably pick up a British starer set, so they can change sides at will, depending on who holds the most of their breweries at that time...
  17. Like
    Bunnahabhain reacted to Pendrake in Whate Scale Is Dw?   
    ____Scale_____Structures/Terrain/Buildings___Figures
    1:1200 --- 1 inch equals 100 feet --- 1.5 mm soldiers <== this one
    1: 900 --- 1 inch equals 75 feet --- 2 mm soldiers
    1: 600 --- 1 inch equals 50 feet --- 3 mm soldiers
    1: 300 --- 1 inch equals 25 feet --- 6 mm soldiers <== not this one
    1: 180 --- 1 inch equals 15 feet --- 10 mm soldiers
    1: 120 --- 1 inch equals 10 feet --- 15 mm soldiers
    1: 60 --- 1 inch equals 5 feet --- 30 mm soldiers**

    **There are some who say that 28 mm must then be 1/64th or 1/56th but these are heretics and historical gamers who delight in quibbling over the smallest of details and will bore you to tears concerning measuring from boot heel to eye level and why this was necessary because Napoleonic troops wore Shakos...
  18. Like
    Bunnahabhain got a reaction from Nicholas in Useful Statistics For Dystopian Wars   
    Statistics are something of a dark art for many people, but in any dice driven game like this, an understanding of them is both rather useful and not as hard as some people think.
    We need a few basic concepts before we begin.
    ------------------------------
    Fair dice We expect our dice to be balanced, and have an equal chance of rolling 1,2,3,4,5 or 6....regardless of what you remember from last game when you couldn't roll a 6 for love nor money
    Expected value. We expect, if we roll enough dice, to get these results on average.
    The Exploding D6.As we should all know, virtually all rolls in this game have 6's, which are two successes and a re-roll.
    ------------------------------
    If we start with the core numbers- if we roll some dice, how many success can we expect? (see bottom for method)
    To hit numbers: Expected number of successes from one dice.
    3,4,5,6--------------------1.000
    4,5,6-----------------------0.800
    5,6--------------------------0.600
    6---------------------------- 0.400
    So to get the number of successes we expect, we must multiply this value by the number of dice we are rolling.
    If, for example, we have 9 AD hitting on a 4+, we can expect (9 x 0.8 )= 7.2 successes. As we can't roll a 0.2 on a dice, we'll round to the nearest whole number. It is important to only round at the end of the sum, to avoid magnifying errors.
    We can use these values to help us decide what to do.
    For example, I have a battleship with two turrets of 12/8/5/4. Am I better staying at RB2 and having my dice hitting on a 4+, or closing to RB1 and getting more dice on a 5+? Am I better off firing the turrets linked or separately?
    So, at RB2, we have 8 AD on 4s = 6.4, rounds to 6 hits. At RB1, or 12 AD on 5s = 7.2 , rounds to 7 hits,. However, we can see from the unrounded numbers that they're quite close, so for these turrets, it doesn't matter that much and we should take into account other weapons etc as well.
    How about linking?
    Linked, our two turrets deliver 12 AD at RB2, and 18 AD at RB1, so that'll be (12x 0.8)= 9.6 hits at RB2, and (18 x 0.6) =10.8 at RB1.
    Now we look at our target.....
    If we were firing at a battleship, those individual turrets are doing about enough hits for a point of damage, but if we link them, we're into the area we can expect a Crit, so we'll be better off linking them, as a point of damage is fairly certain, and a crit likely. Before shields etc.
    If we're firing at an average cruiser section, then the unlinked guns are doing crits on average, so we'll aim for two crits. If you want to stick both on one cruiser, or hope to cripple two is a harder call.
    So how about those shields etc?
    A normal shield generator has two dice that need a 4+ or 5+ depending on the kind of attack and may have a inventive scientists re-roll
    ____________Guns/AA/CC______Rockets/Torps
    Shield-----------1.6-------------------------1.2
    Shield + I.S.----2.2-------------------------1.733
    Guardian--------0.8--------------------------0.6
    Guardian +I.S. 1.2---------------------------1.0
    The battleship above took 10.8 hits at RB1, but it has shields, knocking out 1.6 hits. 10.8 -1.6 = 9.2 hits, rounding to 9, so for an average battleship, that is a Crit down to a point of HP..
    Retardant armour makes the first 6 black, not red. Thankfully, as it makes the maths easier, it's only found on cruisers and above, so we can assume you're rolling enough dice that there will be a 6 in there. Or if there isn't your dice are so bad the shot would have done nothing anyway...
    It removes ~1.1 hits on average
    Cloud generator... makes virtually everything hit on a 5+. The effectiveness of it depends on how many dice you were rolling and what you needed before.
    Number of dice 1-------2-----3----4-----5------6------7-----8------9-----10
    3,4,5,6------------- 0.4---0.8---1.2---1.6---2.0---2.4---2.8---3.2---3.6---4.0
    4,5,6----------------0.2---0.4---0.6---0.8---1.0---1.2---1.4---1.6---1.8---2.0
    5,6-------------------------Useless!
    6----------------------------Useless!
    ------------------------------------------
    The other major dice mechanic used in Dystopian wars is the 2d6. This has an uneven, bellcurve distribution.
    Roll Probablity
    1 0
    2 1/36
    3 2/36
    4 3/36
    5 4/36
    6 5/36
    7 6/36
    8 5/36
    9 4/36
    10 3/36
    11 2/36
    12 1/36
    13 0
    This is why effects that modify it are so powerful- such as Energy turrets +1 on the crit table, or cards adding +3 to the initiative roll. Indeed, radio intercept gives you a 79.5% chance of winning the roll....
    Hopefully people will find this useful.
    Edit: Have fixed spacing, as have not yet found a way to create a table here. And the typos too I hope...
    ---------------------------------------------------
    The basic maths for calculating exploding dice.
    For dice wanting a 4,5,6 to suceed, we can have the following results
    1 0 successes
    2 0 successes
    3 0 successes
    4 1 successes
    5 1 successes
    6 2 successes + re-roll
    So from our 6 rolls, we have 4 successes, and 1 re-roll. Therefore we can say an average dice gives us 4/6th of a success and 1/6th of a re-roll, which we could write as:
    Successes = 2/3 + 1/6th (re-roll)
    But the re-roll gives us another dice, so we now have...
    =2/3 + 1/6( 2/3 + re-roll)
    then
    =2/3 + 1/6(2/3 + 1/6 x(2/3 + re-roll)
    etc, etc
    which becomes:
    Successes = 2/3 x (1+1/6 + (1/6)^2 + (1/6)^3 + (1/6)^4 + (1/6)^5........)
    If you work this out, it converges on 0.8000- My spreadsheet has it as 0.799485114after 6 rounds of exploding dice.
    You can apply the same method, for dice wanting a 3+, 5+ or 6+.
  19. Like
    Bunnahabhain got a reaction from MadDrB in Useful Statistics For Dystopian Wars   
    Statistics are something of a dark art for many people, but in any dice driven game like this, an understanding of them is both rather useful and not as hard as some people think.
    We need a few basic concepts before we begin.
    ------------------------------
    Fair dice We expect our dice to be balanced, and have an equal chance of rolling 1,2,3,4,5 or 6....regardless of what you remember from last game when you couldn't roll a 6 for love nor money
    Expected value. We expect, if we roll enough dice, to get these results on average.
    The Exploding D6.As we should all know, virtually all rolls in this game have 6's, which are two successes and a re-roll.
    ------------------------------
    If we start with the core numbers- if we roll some dice, how many success can we expect? (see bottom for method)
    To hit numbers: Expected number of successes from one dice.
    3,4,5,6--------------------1.000
    4,5,6-----------------------0.800
    5,6--------------------------0.600
    6---------------------------- 0.400
    So to get the number of successes we expect, we must multiply this value by the number of dice we are rolling.
    If, for example, we have 9 AD hitting on a 4+, we can expect (9 x 0.8 )= 7.2 successes. As we can't roll a 0.2 on a dice, we'll round to the nearest whole number. It is important to only round at the end of the sum, to avoid magnifying errors.
    We can use these values to help us decide what to do.
    For example, I have a battleship with two turrets of 12/8/5/4. Am I better staying at RB2 and having my dice hitting on a 4+, or closing to RB1 and getting more dice on a 5+? Am I better off firing the turrets linked or separately?
    So, at RB2, we have 8 AD on 4s = 6.4, rounds to 6 hits. At RB1, or 12 AD on 5s = 7.2 , rounds to 7 hits,. However, we can see from the unrounded numbers that they're quite close, so for these turrets, it doesn't matter that much and we should take into account other weapons etc as well.
    How about linking?
    Linked, our two turrets deliver 12 AD at RB2, and 18 AD at RB1, so that'll be (12x 0.8)= 9.6 hits at RB2, and (18 x 0.6) =10.8 at RB1.
    Now we look at our target.....
    If we were firing at a battleship, those individual turrets are doing about enough hits for a point of damage, but if we link them, we're into the area we can expect a Crit, so we'll be better off linking them, as a point of damage is fairly certain, and a crit likely. Before shields etc.
    If we're firing at an average cruiser section, then the unlinked guns are doing crits on average, so we'll aim for two crits. If you want to stick both on one cruiser, or hope to cripple two is a harder call.
    So how about those shields etc?
    A normal shield generator has two dice that need a 4+ or 5+ depending on the kind of attack and may have a inventive scientists re-roll
    ____________Guns/AA/CC______Rockets/Torps
    Shield-----------1.6-------------------------1.2
    Shield + I.S.----2.2-------------------------1.733
    Guardian--------0.8--------------------------0.6
    Guardian +I.S. 1.2---------------------------1.0
    The battleship above took 10.8 hits at RB1, but it has shields, knocking out 1.6 hits. 10.8 -1.6 = 9.2 hits, rounding to 9, so for an average battleship, that is a Crit down to a point of HP..
    Retardant armour makes the first 6 black, not red. Thankfully, as it makes the maths easier, it's only found on cruisers and above, so we can assume you're rolling enough dice that there will be a 6 in there. Or if there isn't your dice are so bad the shot would have done nothing anyway...
    It removes ~1.1 hits on average
    Cloud generator... makes virtually everything hit on a 5+. The effectiveness of it depends on how many dice you were rolling and what you needed before.
    Number of dice 1-------2-----3----4-----5------6------7-----8------9-----10
    3,4,5,6------------- 0.4---0.8---1.2---1.6---2.0---2.4---2.8---3.2---3.6---4.0
    4,5,6----------------0.2---0.4---0.6---0.8---1.0---1.2---1.4---1.6---1.8---2.0
    5,6-------------------------Useless!
    6----------------------------Useless!
    ------------------------------------------
    The other major dice mechanic used in Dystopian wars is the 2d6. This has an uneven, bellcurve distribution.
    Roll Probablity
    1 0
    2 1/36
    3 2/36
    4 3/36
    5 4/36
    6 5/36
    7 6/36
    8 5/36
    9 4/36
    10 3/36
    11 2/36
    12 1/36
    13 0
    This is why effects that modify it are so powerful- such as Energy turrets +1 on the crit table, or cards adding +3 to the initiative roll. Indeed, radio intercept gives you a 79.5% chance of winning the roll....
    Hopefully people will find this useful.
    Edit: Have fixed spacing, as have not yet found a way to create a table here. And the typos too I hope...
    ---------------------------------------------------
    The basic maths for calculating exploding dice.
    For dice wanting a 4,5,6 to suceed, we can have the following results
    1 0 successes
    2 0 successes
    3 0 successes
    4 1 successes
    5 1 successes
    6 2 successes + re-roll
    So from our 6 rolls, we have 4 successes, and 1 re-roll. Therefore we can say an average dice gives us 4/6th of a success and 1/6th of a re-roll, which we could write as:
    Successes = 2/3 + 1/6th (re-roll)
    But the re-roll gives us another dice, so we now have...
    =2/3 + 1/6( 2/3 + re-roll)
    then
    =2/3 + 1/6(2/3 + 1/6 x(2/3 + re-roll)
    etc, etc
    which becomes:
    Successes = 2/3 x (1+1/6 + (1/6)^2 + (1/6)^3 + (1/6)^4 + (1/6)^5........)
    If you work this out, it converges on 0.8000- My spreadsheet has it as 0.799485114after 6 rounds of exploding dice.
    You can apply the same method, for dice wanting a 3+, 5+ or 6+.
  20. Like
    Bunnahabhain got a reaction from AsleepByDay in Just How 'swappable' Are Shield Generators Anyways?   
    The big gun turrets of WW 1-2 ships( broadly speaking anything that would be the main gun for a cruiser, or the main and secondary guns of a battleship) were not fixed in, and if the ship capsized, they would simply fall out. A large Battleship turret could weight ~2000 tons, which is about the top end for a large dockyard crane, or not much for a floating barge type crane( 10,000 tons + possible)
    Assuming:
    1)The generator is designed to fit that class of ship- a base the same size as the turret ring, power connections in the right place, that sort of thing- which is sensible to assume, as it was common for a navy to try and standardize on one Gun ( and often one mount) rather than have several of similar sizes, as it makes maintenance, training and supply much easier.
    2) You've got the components to hand, and a sheltered location- not necessarily a dockyard, but a sheltered estuary or such like.
    I'd estimate a day or two.
    As to why... One of the best explanations I can come up with is taking two damaged ships, and borrowing turrets, generators etc from one to fix the other, and get it back into service ASAP, whilst the more damaged one gets fixed properly, or simply made seaworthy enough to get to a proper dockyard....
  21. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Just How 'swappable' Are Shield Generators Anyways?   
    The big gun turrets of WW 1-2 ships( broadly speaking anything that would be the main gun for a cruiser, or the main and secondary guns of a battleship) were not fixed in, and if the ship capsized, they would simply fall out. A large Battleship turret could weight ~2000 tons, which is about the top end for a large dockyard crane, or not much for a floating barge type crane( 10,000 tons + possible)
    Assuming:
    1)The generator is designed to fit that class of ship- a base the same size as the turret ring, power connections in the right place, that sort of thing- which is sensible to assume, as it was common for a navy to try and standardize on one Gun ( and often one mount) rather than have several of similar sizes, as it makes maintenance, training and supply much easier.
    2) You've got the components to hand, and a sheltered location- not necessarily a dockyard, but a sheltered estuary or such like.
    I'd estimate a day or two.
    As to why... One of the best explanations I can come up with is taking two damaged ships, and borrowing turrets, generators etc from one to fix the other, and get it back into service ASAP, whilst the more damaged one gets fixed properly, or simply made seaworthy enough to get to a proper dockyard....
  22. Like
    Bunnahabhain reacted in Basic List Building And Fleet Orders Tactica   
    List Building and Fleet Orders
    When chatting to new starts to Dystopian Wars at my gaming club, the question most often asked by new folks is
    …..“Given my chosen nation, what is the best fleet build to take?”
    Normally my answer to that question is to shrug my shoulders and answer
    “No idea.”
    But obviously that not very helpful to folks starting off. So I got to thinking about how I really go about choosing a fleet, what criteria I use (or at least SHOULD use) and if the framework of the game suggests a solid method.
    The intention of this article is NOT TO GIVE YOU THE ANSWER, but rather to suggest a method for you to come up with to focus your own thoughts. So, as with any tutorial I post, this is not intended to be a definitive statement, rather an observation. (Its just how I do it!) I have no doubt folks will find their own way, and enjoy the ride just as much!
    Winning at Dystopian Wars
    Winning is a symptom of good Tactical gameplay for the most part (with a healthy dose of Good Dice thrown in!) and good Strategic list building.
    The critical differentiation between tactics and strategy in a Dystopian Wars sense is that tactics are affected on the table top, whilst strategy happens in your head first. Get your strategy right and the tactics have a better chance of executing correctly. Tactical gameplay will no doubt become a focus for later tutorials, but for now lets look at Strategic List building.
    List building is a balancing act that all miniature war gamers must cope with. The search for that elusive‘Wonder-List’ is a process we enjoy the most. The testing out of our ‘great-innovations’is what drives us, not necessarily the finding it.
    In truth, I feel the search for a list to beat all comers is probably unachievable. The ‘Rock/Paper/Scissors’ nature of the list-extremes folks often use to reach their ‘Nirvana’, always seem to come unstuck against certain fleet-builds. For the new-start, its probably best to think more along the lines of balanced force creation to allow you to actuate three critical areas of gameplay.
     
    Strategic List Building
    To my mind, the building of a Strategic List should focus on 3 key factors. Not one to let a good boxing metaphor sail past, I’ll summarise them here as Punch, Dodge and Weave.
    1 - A chosen fleet list should increase the player’s chances of winning (you gotta pack a punch! D-Wars games are mostly won by aggressive actions….lets call this the Punch)
    2 - A chosen fleet list should attempt to mitigate the player’s chances of losing (you gotta be in it to win it. If all your ships are gone….you have lost. Lets call this the Dodge)
    3 - A chosen fleet list should be flexible enough to change emphasis mid-game (when things go wrong….and they will!….you gotta be able to roll with the punches and strike back….lets call this the Weave)
    No list should be too heavily tilted towards one single factor, as this leads to a principle of ‘Rock/Paper/Scissors’, where players find themselves winning constantly against some nations/builds while getting constantly drubbed by others.
    It is easy for players to contend that the reason for their loss was down to the ‘broken’ nature of some match-ups or fleet/vessel mechanics, but this closed mindset stifles innovation and should be avoided at all costs.
    How many of us have looked within first, and attempted to balance their force with the right measure of “Punch, Dodge and Weave”. I’m as guilty as the next man for bemoaning my fleet’s perceived shortcomings….. but a quote from a fellow I was once trounced by sticks with me….
    "Paper is broken, Scissors are fine", says Rock
    The inference is clear - Match-ups can be difficult (I dread playing FSA fleets with my Prussians if there is no terrain on the board, for example) but how many of us forget our crushing triumphs against match-ups that were in our favour (I once beat a KoB torp-heavy player on a table festooned with terrain without losing a single ship!)
    Should I bemoan my dice/FSA build strength/the fact the sun was in my eyes, as a way of absolving myself from my defeats, whilst at the same time, accept my triumphs as my ‘Just due’?
    Clearly not. A better approach must be to access what I was trying to achieve in both instances and focus on how I could replicate/mitigate the effects should the same situations arise again.
    Of course it’s a dice game, so random factors are bound to throw a spanner in the works, but is it possible to use good strategic execution to lessen the fickle hand of fate (….I hope so, or this article is bloomin’ worthless!). I don’t think any fleet build will protect you from the ‘atom bomb’ of a dreadnought getting a magazine explosion or give you cover from a FSA gunline <sadly>!
    But by constantly assessing/appraising BOTH my tactics AND my strategy (in the form of my List Build) I would hopefully move my understanding of my fleets capability forwards to the point where I can be confident no matter my opponent or terrain situation.
     
    Fleet Orders
    So how do we set up our framework of measurement to ascertain if our fleet is built correctly? I think the best place to look to is the Fleet Orders mechanic. It is essentially the Win Condition for most D-Wars games and is variable enough to encourage good list building. I’ve broken down the Fleet Orders into their respective rolls on the D6 and put my thoughts to them below.
    Players should bear in mind that the completion of the Fleet Order is instantaneous. This requires players (preferably both players) to keep a running total of their VP-Scores, so that a player who has achieved victory may announce it to his opponent. At this point the game ends immediately.
     
    1 - Destroy or Capture 70% of the enemy fleet
    The standard Win Condition. This condition can always be taken in preference to another rolled one.
    This can often be the toughest of them all, normally requiring a long-slog to get to the required 70% score, but is very often the only one viable to players who are playing against a fleet that is designed to mitigate their force from uncomfortable rolls on the FO table. Fleets with good boarding threat can excel at this order since by ‘prizing’ a vessel they gain double Victory Points, which can make all the difference.
    However for the boarding VP-Switch to work the Boarding Player needs to keep a good grip of his accumulated VP at all times.
    Eg. A Prussian Player is competing against a Kingdom of Britannia player in a 800pt battle. During the 3rd turn of the game, he is sitting on 214pts [He has destroyed a section of 4 Orion Destroyers (+140pts), and has half damaged 2 Tribal Cruisers (+37+37 - our group choose to always round down).
    During the middle of his turn, having a 560VP target and mindful of his present score, he elects to focus his efforts on boarding the enemy battleship with eyes on prizing it (this would give him an additional +180+180 prize = Total of 574pts and the Win!)
    Bolstered by knowledge there is the possibility of winning with a decisive hammer blow, the Prussian player must weigh up whether his opponent is likely to complete his own order before him and if he is willing to gamble!
    The above example is only possible however if the player had kept a record and is able to react to his successes on an activation by activation basis. Its no good waiting until the end of the turn - you might have missed your chance to win mid-turn! Master this skill and the 70% Field Order doesn’t seem so daunting.
     
    2 - Destroy All Massive/Large Vessels
    Very difficult in larger games, or in games where enemy fleets are insulated against the loss of their bigger ships. Gunnery Fleets have a slight advantage in this order, but not by much.
    For new starts working with just a fleet box, this can be the easiest order to achieve (because if they are playing with a box fleet, there is only one Large Vessel in there!)
    There is also an interesting flip side as an opponent going up against this order in the smaller games must be mindful of simply rushing in with his ’big dog’, forcing a defensive strategy to be employed with an otherwise offensive element.
    This often leads players to run 2xBig Guys lists, where the single vessel-loss is less crippling.
    Boarding Fleets - Note that boarding fleets gain little in-game by maintaining any Prize-Crews on vessels, to its better to send your troops back to their parent vessels instead (although it is often fun to leave a bomb onboard before you leave……). The successfully boarded vessel still counts as ‘destroyed’ even though its strictly a ‘derelict’ …..although beware the Die Hards STAR card!
     
    3 - Destroy or Capture 50% + All Medium Class Vessels
    Situational and often the downfall of less experienced gamers as some gamers take less mediums (perceiving them to be weaker than Large/Massive or Small classes of vessel in terms of their on-table effectiveness). This can be a gaming tightrope as experienced players will hunt down their opponent’s mini-Medium squadrons before turning their attention to the rest of the opposing fleet. If this is done, standard gaming practice will probably result in a mini-Medium player losing (Standard gameplay normally accounts for about 50% losses on either side) through VP gained through boarding actions.
    However, it is clear that in the vast majority of cases the Medium section of the national fleet lists does appear to be ‘on-paper-weak’, so the balancing act is required to ensure that the players take enough Mediums to mitigate the threat from this order, but not too many to weaken the threat the entire fleet may pose to the enemy.
    To do this the best course is to take the most durable mediums possible, where their lack of punch-per-point is mitigated by their improved survivability. [Punch vs. Dodge trade off]
    From a Fleet Box new-start perspective, there are normally 2x Medium squadrons (Cruisers+Bombers), giving them a degree of leeway when under attack from a player with this order. However as the players increases in points, bolstering the squadrons of mediums within his list is probably a good idea.
     
    4 - Destroy or Capture All Vessels in the Core Fleet
    This is often a ‘dead-rubber’ order in my experience, as players will often take a solid Core Fleet with only a few squadrons or large ships that are outside the Core (ie. Players might take an 800pt Core Naval Fleet with 200pts spent on 3x Air vessels - In this case the non-Core totals 20%, so its probably best simply taking the default order of 70%!)
    However with the game broadening out (Amphibious Landing Craft, Small Flyers etc) this order might start to come into its own. We will wait and see.
    Also Hurricane Season has an exciting new method for deployment, separating the fleet into Main Forces, Advance Forces, Flanking Forces and Emplacements - I for one can wait to give this a go!
     
    5 - Destroy or Capture 50% + All Small Class Vessels
    In the same way as the 50%+Medium order, the Smalls order is very situational.
    For the most part, players will have a solid Frigate/Destroyer/Corvette/Interceptor ‘block’ in their fleet lists and while they lack HP, they more than make up for it in their elusiveness. Due to people’s natural disposition to elusive Small squadrons, it can often be an Order Too Far for some. Even gun-heavy fleets may find themselves struggling under a ‘Frigate-Spam’ list.
    Players should also note that any escorts on the enemy force would also have to be destroyed, which might be pretty tricky if the opponent has loaded up on them to protect his larger ships. [Although there is some discussion of the forum at the moment as to whether this is the case - If a ruling comes out I’ll amend the post accordingly!]
    Experienced gamers will often use an inexperienced players lack of Escorts to their advantage in this case, as most new-starts don’t take escorts in favour of more hitting power, but for the ‘hitting power’ to be effective it will most probably have to be put in harm’s way…… which can be problematic. Not so in the case of escorts who are pretty resistant to gunnery and can be shielded behind their parent vessel.
    Most experienced players will field at least one Escort group, to be attached to their Fleet Commodore initially, then as the points increase, the Escorts get farmed out across the more vulnerable Large/massive vessels in the fleet.
     
    6 - Capture Commodore
    Specifically it states CAPTURE….not SINK, so the only way to achieve this order is to successfully board an enemy Flagship and take the enemy Field Commander prisoner.
    This can often be a big ask for KoB, RoF or CoA players who are not blessed with abundant AP to start with, but if the PE, FSA or EoBS (…..or Russian Coalition?!) get this order then they have a definite advantage!
    When your opponent rolls this order, players who have spent the points on Escorts breathe a huge sigh of relief….. Whilst those without Escorts live in fear of lurking Frigate/Cruiser groups, who will pose a real threat to their beloved Commodore.
    If you are a new start and you are reading this….BUY A BLISTER OF ESCORTS! You wont regret it!
     
    Note on ‘Voluntary Withdrawal’ (where I’m from that’s called RUNNING AWAY!)
    I have read the suggestions that unscrupulous players are electing to sail their Fleet Commodore off the table to protect themselves from the possibility of getting boarded. And thus forcing their opponent into a long and protracted battle, ensuring only by losing on VPs at the END of the game, can the cowardly player lose the game …..FOR SHAME I SAY!
    The suggestion is that by doing this they insulate themselves for an auto-loss effect….. by giving up the cost of the Commodore’s vessel, losing the rules for re-rolls a standard Commodore provides, losing any possible benefit from the new National Fleet Commodores, not to mention taking a Morale test across the fleet!
    In a large +2000pt game however, this option is viable…..although cowardly.In an effort to stop such ‘tom-foolery’ we have a house rule that states….
    SESWC HOUSE RULE #1
    “Should a player’s Fleet Commodore leave the table by any means whilst their opponent has Fleet Order to Capture the opposing Fleet Commodore, the Capture-Order defaults mid-game to the 70%-Order, with the player who lost his Capture Order gaining DOUBLE Victory points for the withdrawing vessel”
    As you can imagine, that nipped any ‘Run-Home-To-Mama-Nonsense’ firmly in the bud! Of course I’m sure nobody reading this would ever stoop to such cowardly acts! Long term we are considering simply rewording the 6-Order to better fit the orders that come before it….
    SESWC HOUSE RULE #2
    Fleet Order 6 - Destroy or Capture the vessel containing the enemy Fleet Commodore and Destroy or Capture 50% of the enemy fleet
    We reckon this is another way of stopping the voluntary-withdrawal nonsense and is more balanced for bigger games (where the capture of one vessel ends what should be an apocalyptic struggle between the powers.) But if folks have a better idea, don’t be shy, post your thoughts!
     
    A mention about ‘Hidden Fleet Orders’
    In the rulebook it suggest the possibility of playing games with your fleet orders hidden
    ….If you want my advice….Keep your fleet orders secret - especially in Tournament Format games!
    Why? - Secret Fleet orders introduce a further level of skill required in tournament format (as players will have to GUESS/REASON their enemy’s intentions in-game), whilst creating drama and excitement for other players too.
    All our games use Hidden Orders where possible and I’m convinced its made us all better players as a result! It took a bit of getting used to, and some players struggled with the idea of not knowing outright their opponents plans, but in truth, if you were an admiral in the fleet would you KNOW, or would you have to GUESS too?
    Learning this skill should improve your in-game analytical skill and help build more confidence in your in-game tactics.
    Our Method
    Hidden Orders can be written down after the secret roll, or drawn from a pack of cards numbered Ace to 6 separated into 2 suits. The player reads his number and refers to the rulebook. If he decides to keep the order the card is then placed face-down on the table at the side. If the player decides to switch for the default 70% order, he turns over the card and announces his switch to his opponent.
    This has the benefit of players being able to turn over their card and declare they have met their Win Condition without honesty being questioned….its also pretty cool slapping your card on the table shouting “I Win! I Win! I Win!” …….
    An unexpected further benefit comes for the player who was unlucky enough to draw the 70% Order outright (which is considered to be the ‘booby-prize‘ in the randomisation of Fleet Order as other players can choose to swap, but the player who rolls a 1 is stuck with it.).
    They have the ability to feint/blind their opponent in-game, acting as if they were trying to complete another Field Order as they say…try to sink the Commodore….whilst killing “just the ships that get in the way….”….and sneak towards their hidden goal!
    Its all part of the fun!
    In summary…..or…..
    “For goodness sake Del, stop blathering and just tell me given my choice of nation, which fleet is best!!”
    Well in summary, depending on how you approached the 3-part building criteria, I would say…..
    For the genuine new-start who has a fleet box and nothing else, add in one Large/Massive Vessel (probably a Carrier of a type that matches either your Core fleet or is Air based). The reasoning for this is that it will broaden your gaming horizons and allow you to make better use of the Tiny Flyers.
    Also you will find yourself insulated from the easier Fleet Orders (2 and 6) in smaller games.
    Since most fleets come in at about 650-750pts, you should be well on the way to building a solid foundation for any fleet.
     
     
    For the experienced gamer and I‘d comfortably place myself in that bracket, I’d refer the honourable member to the answer I gave some moments ago…
    “No idea…”
    And no matter how many games I play, I am sure there are combinations I haven’t tried yet and I’m enjoying the process of figuring it out (….so don’t go spoiling it for me….. )
    I guess for veterans, its very difficult to break the habitualised nature of list building, but maybe we would all benefit form a fresh look at our national options?
    Have we tried simply taking more of a vessel we don’t like - Perhaps our reluctance to use them is simply because we dont field enough?
    Have we considered combinations of vessels working in concert to achieve a specific battlefield goal - Perhaps its our deployment and in-game play towards vessel-teamwork that is at fault?
    Why is it we “….just cant play without our Dreadnought!” - Is that part of our problem regarding our blinkered list building?
    I’m not trying to have a go at any veterans here of course. I, as much as anyone, have ideas on list building that have been set in stone for the most part. I’m just speculating as to whether my thinking is too linear, and encouraging other veterans to think outside the box too.
    [One fun idea is for veterans to post their perceived ‘worst’ lists in this thread, with explanations as to why they wont work…..just beware someone might prove you wrong. Perhaps a 1000pts ‘Ready for Scrap’ Challenge?]
    I hope this serves to stimulate healthy and balanced debate.
    Feel free to post your thoughts/feedback on this thread - That’s what its for!
    Cheers and thanks for reading.
    Delboy.
  23. Like
    Bunnahabhain reacted to Cool Dad in Marsians Are Here! Or Better The "invaders"   
    21/09/2012 - Dear Diary
    The Invaders landed on Monday... fortunatly for us mere mortals they have done nothing but unpack themsleves and completed a bit of self assembly...
    Perhaps they are waiting for a pdf order before they attack....
    Our glorious defence forces are unable to fire at them due to not knowing their defensive capabilities...
  24. Like
    Bunnahabhain got a reaction from MadDrB in How Long Is An Activation?   
    Well, to correlate speeds- i've ignored generators as this is a rough and ready set of figures...
    French, British, FSA, Prussian and EotBS Dreads and battleships average 6" a turn, cruisers 8.5, and destroyers 11.5.
    looking at real world WW I-II, oil fired craft.
    Battleships( all post dreadnaught) ~25kts average
    Cruisers ~30 kts
    Destroyers ~35 kts
    They're close to the right ratio.
    At 1:1200, a mile is 60". ( Nautical mile = 6080 feet) That's about 10 activations for a battleship to cover it.
    At 25 kts a battleship would cover a mile in just over 2 minutes. Lets call it 2'10", as that makes an activation......exactly 13 seconds.
    That clearly doesn't work.
    I'd suggest that range band 4, representing the extreme range of the largest caliber guns, (going off the Bismark and the like), should be 24 miles or so, making 4" = 3 miles...
    In speed terms, that would make a 6" move 4.5 miles, so, for a battleship, would make an activation ~12-13 minutes, which is totally consistent with sensible estimates from above for what you can do in an activation.
    In short, ranges and speeds are right in proportion, and work at at a ground scale of roughly 1" = 4500', i.e. 1:56,000
  25. Like
    Bunnahabhain reacted in The Lodestone Campaign   
    Scenario #4 (SS)
    Operation Surgical Strike
    Introduction
    With the enemy defences breached, the Attacker surges through with greater and greater numbers. The Defenders, rocked by their losses, hope that by cutting the head off the snake, they can stall the enemy advance.
    Forces
    Scenario must have one Axis and one Allied Player.
    In the rearguard mission the forces are chosen and deployed in the following manner.
    Attacker
    Force A (900pts) ‘Hammer Force’
    Must include a Core Land Force
    Must be deployed in the Attacker Deployment Zone
    Force B (400pts) ‘Anvil Force’
    Must enter from any board edge in Q19 on turn 2.
    May only include Aerial vessels.
    The initial allocation of Tiny Flyers must also be included in this force
    Defender
    Force A (400pts) ‘Forlorn Hope’
    May only include Small and Medium Land vessels.
    Must include at least one unit of Small Land-Tanks.
    Must be deployed in Q8 and or Q9 within 8“ of the road.
    Force B (**See Below for points) ‘Strike Force Alpha’
    Must include one Large/Massive class Land Vessel and at least one squadron of Medium Land Vessels.
    Must enter from a board edge in Q23 on turn 3.
    Force C (**See Below for points) ‘Strike Force Beta’
    Must include one Large/Massive class Land Vessel and at least one squadron of Medium Land Vessels.
    Must enter from a board edge in Q5 on turn 3.
    ** Strike Force Alpha + Beta may have up to 1200pts allocated between them. Players are free to decide where to spend the points as appropriate before the game starts. Players ARE obliged to spend at least 250pts in each force however**
    Terrain Set-up.
    <Follow S4 Map>
    Table is 6x4 in size and the game uses the narrow board edge deployment method. The terrain is littered with craters and other detritus along the road.
    Victory Conditions Game Length
    Standard victory points apply with the following exceptions
    *Attackers gain no Victory Points for eliminating the Forlorn Hope Force.
    *Attackers gain an additional 6 Victory Points if they can capture the town (in Q6) by the end of the game (by having more un-broken, non-tiny flyer models than the defenders.
    *Defenders gain double Victory Points for destroying the enemy Fleet Commodore.
    Games run to the 8xturns +Variable mechanic.
    Scenario Map for S4

    Next Scenario
    Should the Allies win an Outright Power Block Victory, the following scenario should be Operation Firestorm, with the Allies as the Attacker.
    Should the Axis win an Outright Power Block Victory, the following scenario should be The Last Act, with the Axis as the Attacker.
    Any other result moves the focus of the next campaign upwards to Operation Swift Blade, where the Axis are the Attacker.
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