kyussinchains wrote:
Jodrell wrote:
Blip wrote:
Interesting description of the knight game rules :
http://www.belloflostsouls.net/2016/05/ ... kdown.htmlWouldn't be surprised if it was the basis for the new AT. Sounds ok.
Gav Thorpe said on Twitter that the rules would be based on AT1.
well that makes them okay for high-detail titan vs titan games and an absolute dog for adding infantry or anything else then....

They should do a system where the hits work differently, and make it reminiscent of 2nd edition.
Example: if a titan shoots another titan, overcomes its shields, and pierces the armor save, then it breaks something important. These hits would do interesting things like shut down individual weapons, knock out the shield generators, or (my favorite) break one knee so the titan can only turn in place.
When infantry and tanks get added, their anti-tank weapons would only do generic "hull" hits until they cross a certain threshold, where then the titan takes a real hit like above. Different sized titans would have different thresholds. So a warhound might lose something every second hit, while a Warlord might do so every five.
Macro Weapons would automatically do enough hull hits to cause something to break.
Once a titan takes a set number of "real" hits, it dies. Even better, let the nature of that death vary based upon where the las shot happens. (The reactor explodes; the leg breaks and the titan falls on things, or the arm weapon feeds back into the reactor and it explodes.)
Titans would be harder to take down in this system, but they might spend a part of the game with their abilities severely curtailed, which might average out. Besides, they should be harder to completely kill. If they fell as quickly as they do in my games, there would be none left.
-S'Cipio