Report from Russia on the first test batch, photos and a couple of questions about the rules.
Report from Russia on the first test batch, photos and a couple of questions about the rules.
Today I played a test game with myself to consolidate the rules.
Since I haven't received the original miniatures in the mail yet, I played with the Fallout miniatures, just to visualize the models.
Collected two trial rosters for 350 points. Gangers vs Black blood. For the test, I took the second scenario to control the points.
As a result, Black blood won with a total score of 15: 9.
The system is very vigorous, the games are fast, but hitting the enemies even with 5-6 accuracy and the battalion commander turned out to be very difficult, and it was even more difficult to break through. As a result, he spent all the cartridges and did not kill anyone. All models died in close combat, but in it it is not so easy to break through. In general, it seemed that the rolls for the defense of the models were on average higher than those for the attack.
Apparently this compensates for the lack of health points on the models.
I am attaching several reports of the party.
Also, the following questions arose:
1. If the model did not use its reaction action, is the reaction reset at the end of the turn? Or does it move to the next turn before this pattern is in effect?
2. Close combat. In a collision, both players roll the dice for the sum of d10 + their Combat? Who threw the amount more damaging? Is it not necessary to hit the Combat value? I understand correctly that it can happen that the model that started the melee may eventually not hit, but hit her?
Since I haven't received the original miniatures in the mail yet, I played with the Fallout miniatures, just to visualize the models.
Collected two trial rosters for 350 points. Gangers vs Black blood. For the test, I took the second scenario to control the points.
As a result, Black blood won with a total score of 15: 9.
The system is very vigorous, the games are fast, but hitting the enemies even with 5-6 accuracy and the battalion commander turned out to be very difficult, and it was even more difficult to break through. As a result, he spent all the cartridges and did not kill anyone. All models died in close combat, but in it it is not so easy to break through. In general, it seemed that the rolls for the defense of the models were on average higher than those for the attack.
Apparently this compensates for the lack of health points on the models.
I am attaching several reports of the party.
Also, the following questions arose:
1. If the model did not use its reaction action, is the reaction reset at the end of the turn? Or does it move to the next turn before this pattern is in effect?
2. Close combat. In a collision, both players roll the dice for the sum of d10 + their Combat? Who threw the amount more damaging? Is it not necessary to hit the Combat value? I understand correctly that it can happen that the model that started the melee may eventually not hit, but hit her?
Re: Report from Russia on the first test batch, photos and a couple of questions about the rules.
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Re: Report from Russia on the first test batch, photos and a couple of questions about the rules.
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Re: Report from Russia on the first test batch, photos and a couple of questions about the rules.
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Re: Report from Russia on the first test batch, photos and a couple of questions about the rules.
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Re: Report from Russia on the first test batch, photos and a couple of questions about the rules.
Hi mate! I try to answer you but IS diffucult in English... XD dont worry about the plece where do you wrote, i look around yo the English section since that you inn on the forum...you can write where you be more fine and confortable
If i have understood well, i think you talking about to the agility turns? I know that you can take the models with higher agility and left his action to the end of turn, this way you have double of actions, your normal actions on the past turn, and the new actions from the new turn, on the other side if you want to spend action on reserve, you must spend them un the same turn, dont apply from the Next
About combat, combat IS for won the combat roll, to impact your target, when you win the combat roll you apply the strengh atributte, with you rend atributte of your weapon, and this number play against the armor and hardeness atributte of your targets... If you won, you hurt him
Punka is fast and Mortal, with emphasis on MORTAL XD
On the new camping book rules, badroll Games include a one player System ( call him sad Mode XD) but dont launch until now yet
Your table IS fucking awasome mate! i love the ship, in new and rumours of spanish section looking for freakwars post, you freak out with the terrain and if i answer you late, or you see that anybody answer you, don worry i check the forum all datos but i am now on fire with the job XD
If i have understood well, i think you talking about to the agility turns? I know that you can take the models with higher agility and left his action to the end of turn, this way you have double of actions, your normal actions on the past turn, and the new actions from the new turn, on the other side if you want to spend action on reserve, you must spend them un the same turn, dont apply from the Next
About combat, combat IS for won the combat roll, to impact your target, when you win the combat roll you apply the strengh atributte, with you rend atributte of your weapon, and this number play against the armor and hardeness atributte of your targets... If you won, you hurt him
Punka is fast and Mortal, with emphasis on MORTAL XD
On the new camping book rules, badroll Games include a one player System ( call him sad Mode XD) but dont launch until now yet
Your table IS fucking awasome mate! i love the ship, in new and rumours of spanish section looking for freakwars post, you freak out with the terrain and if i answer you late, or you see that anybody answer you, don worry i check the forum all datos but i am now on fire with the job XD
MWA
Mutants With Apttittude
Re: Report from Russia on the first test batch, photos and a couple of questions about the rules.
In the first question, I meant "Ready defensive fire". If I played it, the model ended this turn. How long does Ready last? Until all rounds of dexterity are over? If I don't use “Randy” on the last round of Dexterity, does it reset?RICO escribió: ↑Mar Jun 29, 2021 10:53 pmHi mate! I try to answer you but IS diffucult in English... XD dont worry about the plece where do you wrote, i look around yo the English section since that you inn on the forum...you can write where you be more fine and confortable
If i have understood well, i think you talking about to the agility turns? I know that you can take the models with higher agility and left his action to the end of turn, this way you have double of actions, your normal actions on the past turn, and the new actions from the new turn, on the other side if you want to spend action on reserve, you must spend them un the same turn, dont apply from the Next
About combat, combat IS for won the combat roll, to impact your target, when you win the combat roll you apply the strengh atributte, with you rend atributte of your weapon, and this number play against the armor and hardeness atributte of your targets... If you won, you hurt him
Punka is fast and Mortal, with emphasis on MORTAL XD
On the new camping book rules, badroll Games include a one player System ( call him sad Mode XD) but dont launch until now yet
Your table IS fucking awasome mate! i love the ship, in new and rumours of spanish section looking for freakwars post, you freak out with the terrain and if i answer you late, or you see that anybody answer you, don worry i check the forum all datos but i am now on fire with the job XD
Does it not go to the next game turn? On the second question, it is still not clear:
I meant this: "Combat
A miniature in base-to-base contact with an enemy miniature can spend an Action to Combat.
To do so both miniatures will make an opposed Combat roll with their own atributes, in which each player will roll a d10 die + Combat + weapon bonuses + other bonuses. " Let's say Ganger is acting and he attacks Black blood. The sum of Ganger's throw turned out to be lower than the sum of Black blood, it turns out that despite the fact that the attack was attacked by Ganger with his action, in fact he was hit by Black Blood? Further, damage to damage will already be cast by Black Blood, and Ganger? It turns out that you not only wasted your action, but you were also hit for your action?
Re: Report from Russia on the first test batch, photos and a couple of questions about the rules.
I do not plan to play solo))) This is me just to consolidate the mechanics, so that it would be possible for others to start showing and fully playing. Several of my comrades are already interested in the system. We created a group in the Russian social network - we will promote it slowly))).
Re: Report from Russia on the first test batch, photos and a couple of questions about the rules.
I dont understand very well, but i think that i get it
Defensive shooting: you use a model with range weapon like a authomatic turret in aliens films, always than another model mover inside of his vision línea you can
Shoot him free ( even out of your agility turn phase)
Chose dont shoot him and waiting for a better target Who walk aroun your vision line
Do nothing... Maybe you prefer that... Dont waste bullet on meat SHIELD...etc
But you can do anithing nothing more until the end of the turn... On the new turn you can keep with the defensive shooting or use your actions with the normal way
Combat, look the secuence:
1- the ganger mover or charge (assault) against a nicely mutard, they are base to base
2 how IS the ganger turn, they use combat+another bonus to combat ( weapon, assault, powers..) against the combat of mutards, if the ganger win the roll, hit the mutard... Then you use the sum of the ganger rend and rend of weapon against the sum of the mutard resilence + his armor ( mutations) if the sum IS high than the mutard, they knock out the mutard...if no...nothing happens, if dont reach the roll of combat, nothing happens too, and ignore the parte of strengh, you cant get yo hit them
Now if you failed the combat, now IS the turn of the mutard, and your gangers and him now are base to base, IS the mutard strike back time
You can leave the base to base situation with a roll of agility
I dont know if i explain you very well...XD i try i promise
I say about The play solo for curiositiy data..XD i dont meaning that you play solo always...only be a funny info
Defensive shooting: you use a model with range weapon like a authomatic turret in aliens films, always than another model mover inside of his vision línea you can
Shoot him free ( even out of your agility turn phase)
Chose dont shoot him and waiting for a better target Who walk aroun your vision line
Do nothing... Maybe you prefer that... Dont waste bullet on meat SHIELD...etc
But you can do anithing nothing more until the end of the turn... On the new turn you can keep with the defensive shooting or use your actions with the normal way
Combat, look the secuence:
1- the ganger mover or charge (assault) against a nicely mutard, they are base to base
2 how IS the ganger turn, they use combat+another bonus to combat ( weapon, assault, powers..) against the combat of mutards, if the ganger win the roll, hit the mutard... Then you use the sum of the ganger rend and rend of weapon against the sum of the mutard resilence + his armor ( mutations) if the sum IS high than the mutard, they knock out the mutard...if no...nothing happens, if dont reach the roll of combat, nothing happens too, and ignore the parte of strengh, you cant get yo hit them
Now if you failed the combat, now IS the turn of the mutard, and your gangers and him now are base to base, IS the mutard strike back time
You can leave the base to base situation with a roll of agility
I dont know if i explain you very well...XD i try i promise
I say about The play solo for curiositiy data..XD i dont meaning that you play solo always...only be a funny info
MWA
Mutants With Apttittude
Re: Report from Russia on the first test batch, photos and a couple of questions about the rules.
Hi there!Шрек escribió: ↑Mar Jun 29, 2021 8:11 pmToday I played a test game with myself to consolidate the rules.
Since I haven't received the original miniatures in the mail yet, I played with the Fallout miniatures, just to visualize the models.
Collected two trial rosters for 350 points. Gangers vs Black blood. For the test, I took the second scenario to control the points.
As a result, Black blood won with a total score of 15: 9.
The system is very vigorous, the games are fast, but hitting the enemies even with 5-6 accuracy and the battalion commander turned out to be very difficult, and it was even more difficult to break through. As a result, he spent all the cartridges and did not kill anyone. All models died in close combat, but in it it is not so easy to break through. In general, it seemed that the rolls for the defense of the models were on average higher than those for the attack.
Apparently this compensates for the lack of health points on the models.
I am attaching several reports of the party.
Also, the following questions arose:
1. If the model did not use its reaction action, is the reaction reset at the end of the turn? Or does it move to the next turn before this pattern is in effect?
2. Close combat. In a collision, both players roll the dice for the sum of d10 + their Combat? Who threw the amount more damaging? Is it not necessary to hit the Combat value? I understand correctly that it can happen that the model that started the melee may eventually not hit, but hit her?
First of all welcome, I hope you enjoy the wasteland as much as we do.
To answer your questions:
1.- When you are ready with defensive fire it is only for 1 turn of the 6 that lasts a game. The normal thing is to use the model with one of the best Agility in your gang so that it may have some chance during the rest of the turn. The effect does not move to the next turn.
2.- You are understanding it correctly. Eventhough you are the one who starts the combat you may lose the roll and your model is hit. This is why punka is so fast and unpredictable. The normal thing is to mele the rival so you have a +2Combat but, of course, we all know that the dice is whimsy so even if you go with a Combat 9 +d10 and your rival has a Combat 3 + d10 if you roll a 2 and your rival rolls a 10 you are indeed hit. If you think about it it actually makes a lot of sense, I tend to imagine myself running towards Schwarzenegger in his good Terminator years and, lets face it, it doesn't matter how much impulse I get from my run, he is going to crush me without any kind of effort.
I cannot explain this without making a special mention to the tie in combat, in this case you both hit each other and maybe you both die or you both live or neither XD. In this case you have to resolve the Strenght-Thoughness roll 2 times (one for your model and one for the rival's). For me is one of the most fun situations of the game (kind of the double KO of a fight) as you may actually kill an enemy with an already dead model of your own.
I trully hope I have solved your questions, if I have you owe me 20 bullets
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