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3mm Defeat in detail

 Post subject: Re: 3mm Defeat in detail
PostPosted: Fri Oct 27, 2017 7:29 pm 
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I'd be up for it. All Hailstorms, all the time.

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 Post subject: Re: 3mm Defeat in detail
PostPosted: Fri Oct 27, 2017 7:33 pm 
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Hi gents what colours schemes are you looking at?


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 Post subject: Re: 3mm Defeat in detail
PostPosted: Fri Oct 27, 2017 7:54 pm 
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I've gone with a blue grey, House Stark, their symbol is the space-Direwolf. :-)


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 Post subject: Re: 3mm Defeat in detail
PostPosted: Fri Oct 27, 2017 8:27 pm 
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ooooo and a little sneak peak too :). you and your arty ;D


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 Post subject: Re: 3mm Defeat in detail
PostPosted: Fri Oct 27, 2017 8:39 pm 
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Oops, forgot that one was in there!

For painting, I simply painted light grey, washed blue, and then painted in the metal areas. Simple and effective scheme at this scale I think.

Direct fire is for chumps.

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 Post subject: Re: 3mm Defeat in detail
PostPosted: Mon Oct 30, 2017 1:01 pm 
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They've come out really nice! Not sure what i'm going to go for as yet paint scheme wise.

The only issue with indirect fire is that you're not moving, and currently at least there's no blitz to sit there and defend. You also have a degree of 'ablative wounds' to pay for in the host century, so while i'd considered the idea of a 'grand battery' consisting of lots of hailstorm maniples, it did get super expensive. I'm sure it would do a fair bit of damage, and be pretty brutal in a 'total war' style scenario, but if objectives are in play, not having that chunk of your army forward taking objectives doesn't seem that ideal tbh.


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 Post subject: Re: 3mm Defeat in detail
PostPosted: Mon Oct 30, 2017 1:15 pm 
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The no movement rule is applied on a stand-by-stand basis, so you can advance infantry somewhat forward, while keeping the attached artillery keep hammering away, and then once every few turns spring the arty forward to catch up, bringing new targets into range. With a coherency of 30cm you can actually extend fairly far forward toward an objective with the leading elements of the formation.

Having lots of artillery is something I've been concentrating on testing in particular, as especially in earlier iterations of the rules they were cheaper, and had greater RoF too. Those were some rather one sided games!

Having no blitz goal was something I was thinking about as a balancing mechanism when I first suggested the objective setup for the scenario. Don't want to over-incentivize artillery armies.

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 Post subject: Re: 3mm Defeat in detail
PostPosted: Mon Oct 30, 2017 1:52 pm 
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Oh now that's interesting, i hadn't twigged that the rest of the formation could move - again, the issue of assuming certain elements work like Epic (i.e. you're sustaining to get indirect fire)


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 Post subject: Re: 3mm Defeat in detail
PostPosted: Mon Oct 30, 2017 2:34 pm 
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Yep. This also opens up the possibility of moving forward to attack a formation with direct fire RoF with the infantry, while simultaneously hitting it with artillery fire too. Good stuff.

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 Post subject: Re: 3mm Defeat in detail
PostPosted: Mon Oct 30, 2017 2:39 pm 
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Artillery Formations may play a part in a future expansion.


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 Post subject: Re: 3mm Defeat in detail
PostPosted: Mon Oct 30, 2017 2:46 pm 
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There's scope for different army lists in the future, representing different Houses, with different strategic emphasis (tankers, airborne rangers, infantry waves, E&C's Artillery Garden, etc).

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 Post subject: Re: 3mm Defeat in detail
PostPosted: Mon Oct 30, 2017 4:08 pm 
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Artillery Garden ;D thats a thing now ;D


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 Post subject: Re: 3mm Defeat in detail
PostPosted: Mon Oct 30, 2017 4:09 pm 
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I'm growing some more stands as we breathe now...

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 Post subject: Re: 3mm Defeat in detail
PostPosted: Mon Oct 30, 2017 4:45 pm 
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wish there was a like facility :D


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 Post subject: Re: 3mm Defeat in detail
PostPosted: Mon Oct 30, 2017 4:48 pm 
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@RichardL

When allocating hits from shooting against a mixed century (so let's say 3 infantry maniples 2 scorpion maniples, and a challenger (ignoring cover for a moment), and let's say first off that there's no modifiers going on as well, and everyone is out in the open. The way i read it is that i would work out my ROF, and roll all of the dice. Once that's done i can start allocating them as i want. So for instance I might put all the 6s against the challenger, all the 4+s against the scorpions, and any 3's against the infantry. Is this correct?

ANS: All hits are allocate nearest to furthest. So if the infantry are first you must allocate damage up to their DAM value then move on to the next stand.
Example:
Unit Order is 2 Infantry, 1 Scorpion, 1 Infantry, Challenger 1 Scorpion. if you roll your 15 attacks you score 1,2,2,2,3,3,3,3,4,4,4,5,5,5,6. Scores under the lowest Arm value are discarded (all the 1,2,3) that leaves 7 hits that can damage. The first Damage is to the infantry up to its DAM value of 4. The next three are allocated to the next unit. the next stand will receive 3 damage. Damage cannot be placed throughout the unit unless a specific rule allows it.


Next off, let's say I've got 6 maniples of scorpions, half AT and half AP. So going by the rules i'd roll them separately. Do you still allocate them all at the same time though?

ANS: yes roll them separately. they are allocated at the same time but the AT are allocated to nearest armour first whereas AP is allocated to Infantry first. Mech stands can receive hits first from both.

the cover one I'll get back to you with.


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