All times are UTC


It is currently Mon Nov 25, 2024 11:59 am



Post new topic Reply to topic  [ 29 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: Fixing the armour flaw
PostPosted: Wed Jan 08, 2014 4:51 pm 
Loremaster
Loremaster
User avatar
Offline

Joined: Fri Jan 15, 2010 8:41 pm
Posts: 1279
whafrog: it was late and I confused myself (doing half a dozen things at once) ;)

It still seems more complex then simply using the WFB/40k chart - same strength/toughness = 4+, one pip toughness higher is 5+, two or more pips is 6 to wound (if you felt it necessary, could do two pips need 6, then three pips is 6/4+ and so on), one pip lower toughness is 3+, 2 pips or more lower toughness is 2+.

In this case, replace toughness with defence. It also means S5 is just as awesome as it currently is.
Top
  Profile  
Reply with quote  
 Post subject: Re: Fixing the armour flaw
PostPosted: Thu Jan 09, 2014 12:10 am 
Craftsman
Craftsman
User avatar
Offline

Joined: Sun Sep 22, 2013 11:13 am
Posts: 316
Lol Coenus I just wrote one up exactly the same as yours yesterday and though I'd post it here. Seems like you beat me to it! Thanks on behalf of everyone.

_________________
Don't click on this link!!!!
http://www.mindistortion.tv/iwantyoursoul/?i_am=Gen Giddings
Top
  Profile  
Reply with quote  
 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 5:23 pm 
Wayfarer
Wayfarer
User avatar
Offline

Joined: Sat Nov 16, 2013 3:03 pm
Posts: 42
Location: Berlin
I also like the idea. It is frustrating if you equipped your guys with shields and it is not helping them to stay alive. As for maybe having to buy more d12's, those are not that expensive compared to miniatures. Maybe One Ring could even bring out their own set of d12's :)
Top
  Profile  
Reply with quote  
 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 5:50 pm 
Elven Elder
Elven Elder
Offline

Joined: Thu Dec 20, 2012 12:18 pm
Posts: 2528
Location: Dallas, Texas
The only thing about a D12 system is you'd lower the effect and value of Might

_________________
Commission Painting @FB http://www.facebook.com/squyrepainting
Commission Customers include:
GBHL Youtube Channel
MiniWargaming
Top
  Profile  
Reply with quote  
 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 6:32 pm 
Ringwraith
Ringwraith
User avatar
Offline

Joined: Tue Dec 18, 2007 3:05 pm
Posts: 3140
Location: Canada
Images: 4
JamesR wrote:
The only thing about a D12 system is you'd lower the effect and value of Might


Good point, then Might should count for +2 on the D12
Top
  Profile  
Reply with quote  
 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 7:14 pm 
Kinsman
Kinsman
Offline

Joined: Fri Jan 04, 2013 3:17 pm
Posts: 66
Location: Raleigh, NC
What about 2-Handed Weapons on the D12? Would they need to add +2 on the wound chart or could they just stay the same? The reason I wonder is because adding +1 to wound on the D6 increases you chances of killing the enemy than it would with +1 on a D12.

_________________
My WIP: viewtopic.php?f=50&t=26482
Top
  Profile  
Reply with quote  
 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 9:40 pm 
Ringwraith
Ringwraith
User avatar
Offline

Joined: Tue Dec 18, 2007 3:05 pm
Posts: 3140
Location: Canada
Images: 4
IOW, any former +1 bonuses become +2 on the D12
Top
  Profile  
Reply with quote  
 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 10:41 pm 
Ringwraith
Ringwraith
User avatar
Offline

Joined: Wed Feb 08, 2006 1:56 am
Posts: 1938
Location: Louisville, KY
Images: 18
That sounds about right to me.

_________________
Respectfully,
Jonathan

Do what is right, love mercy, and walk humbly

Battle Companies
Top
  Profile  
Reply with quote  
 Post subject: Re: Fixing the armour flaw
PostPosted: Sat Jan 11, 2014 9:35 am 
Loremaster
Loremaster
User avatar
Offline

Joined: Sat Aug 17, 2013 9:14 am
Posts: 1121
Good point, hadn't thought of that yet, but seeing how the entire table is meant to represent the old system as closely as possible (i.e. odds of wounding are nearly the same, aside from the smaller steps), a +2 would definitely be right.

Same for re-rolling 1s with poison/special strikes/etc (now a 1 or 2) and so on.
Top
  Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 29 posts ]  Go to page Previous  1, 2

All times are UTC


Who is online

Users browsing this forum: No registered users and 41 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: