Some House Rules

The sci-fi Universal Skirmish System

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smokingwreckage
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Some House Rules

Postby smokingwreckage » Tue Feb 08, 2011 12:39 pm

Indirect Fire can be slow and annoying. Some people, given time, can memorise every range from every edge and painstakingly calculate an exact impact point. Other people, for example, people hosting, or with children, or just intolerant of boredom, can't.

House Rule: Choose your P.O.I and scatter D3 inches. Then scatter as normal from there.

Mecha need more guns. Everyone knows mecha need more guns. If the tanks don't like it they can go cry. Go cry, emo tank. EDIT: Anime Mecha don't need more guns.

House rule: Mecha get three weapons slots. I wouldn't balk at four, if anyone felt the need. I'm also quite happy for APCs to get 3. This is basically just so I have less hassles with conversions and di.....thering about with combi-weapons.

Finally, I think the reactive evasion and firebase rules from the Ultra Realistic rules might be quite fun. Oh, and Trenches. Some Trench terrain would be cool.

=========================

Here's a lot of junk on Cover:

Personally I think cover doesn't quite work how I want it to. I don't have a Law to Lay Down yet, but I was considering the following:

House Rule: If there's something pretty obviously blocking Line of Sight between a figure and the POI, the figure is immune to the blast. This would mean any impassible terrain, terrain that completely hides the figure from the blast, and things like concrete floors overhead. Maybe this would only apply to IF??

I have some fairly nice terrain pieces (tabletop quality, but nice) and just defining the whole thing as "impassible" seems dull.

House Rule: Not sure. Any ideas? Defining cover on-the-fly on a "makes sense" basis for larger or more elaborate pieces? Working up a better way of dealing with multi-level and multi-storey terrain, especially WRT IF?

Also, the city layout has lots of corners and walls. It looks great but it doesn't play out as all it could be. I think rules for corner cover are what's lacking - either that or open interiors. This invites the use of the "Ultra Realistic" corner displacement rule, maybe?
-Sam

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Re: Some House Rules

Postby Demian Rose » Wed Feb 16, 2011 4:16 am

Having played Defiance one too many times with a carpenter who was accurate to the half inch, I am prone to agree about the scatter idea. Maybe d5-1 to allow for a small chance that you'll still hit exactly where you guessed.

Consider it an official house rule. :-)

And yes, give mecha as many guns as you want, it won't break the point system.

As a spoiler alert, the CQB rules will do a lot more with AOE weapons and building cover. For now, just know that D:VG is best at depicting outdoor battles with mostly brush and tree cover.

smokingwreckage
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Re: Some House Rules

Postby smokingwreckage » Fri Feb 18, 2011 1:07 pm

So what I'm thinking of going with is this: place a marker for your IF impact point, then roll D5-1 scatter. That means a 1/5 chance of a perfect hit, then scatter of 1,2,3 or 4 inches, with an average scatter of 2 inches, which comes into the equation here:

One way of treating a miss would be to scatter D5-1 then D5, but there's a reasonable chance the second scatter will make the first less severe. So, we make the "miss" scatter D5+2 and D10+2 respectively. Maybe +1 would suffice? That would make a minimum scatter of 2 inches.
-Sam

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Re: Some House Rules

Postby tnjrp » Mon Feb 21, 2011 7:37 am

I've found that I prefer the Ultimate Warzone version of "no scatter, but worse change to damage on a miss" for a ranged AOE mechanic. It's much more difficult to retrofit than a scatter system of course.

smokingwreckage
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Re: Some House Rules

Postby smokingwreckage » Fri Mar 11, 2011 7:16 am

Well, everything in Defiance works on probability of scoring a kill, given whatever underlying assumptions Demian was working with. So in that respect, half the chance to kill is half the chance to kill. Now all we need to do is hack the entire system and voila! Warzone!
-Sam

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Re: Some House Rules

Postby smokingwreckage » Mon Mar 14, 2011 1:52 pm

Well, one test run showed the D5-1 scatter to be pretty much comparable to my own moderately accurate guesswork. Houserule success!

I played on the woodland table rather than the cityscape, so terrain rules were not a problem.
-Sam

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Re: Some House Rules

Postby Sirrob01 » Sun Mar 27, 2011 9:13 am

Just to add to the discussion. There appears to be a loophole (assuming I'm interpretation correctly)if you will with Indirect fire vs direct fire AOE weapons.

Situation assume a vehicle equipped with IF AOE weapon has LOS to a unit more than 15" away of SI in medium terrain, Assuming the vehicle doesn't need to move

Firing as LOS AOE weapon:
To hit roll modified: -3 Terrain, Stationary +2

Firing as IF Weapon
To hit roll: select coordinate or as above , Stationary +2

Why wouldn't the player in control of the vehicle always IF, they basically get to ignoring the fact the SI is hunkered in medium terrain, the advantage becomes even better if the opposing army has terrain mastery or is in heavy terrain.

I do note on the scatter chart that it says " ..will therefor land at the highest point above it's determined POI", does that mean it's assumed at the top of the tree tops which could be taken as landing at level 1 or even half level 1 6-12inchs above and hence would never do any damage to troops in forest for example?

??

smokingwreckage
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Re: Some House Rules

Postby smokingwreckage » Tue Apr 05, 2011 10:55 am

I think the high point is for floors, roofs, overhangs, rather than leaves.

There's no +2 for stationary if you IF.

There's always a BIT of scatter when you IF.

But yes, IF rocks and is terrifying. You didn't face Steave's Artillery Combi Weapon of Doom, either!
-Sam

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Re: Some House Rules

Postby Sirrob01 » Wed Apr 06, 2011 4:38 am

The more I read them, The more I think the AOE and IF rules are to powerful.

Using the stock rules the POI can normally be nailed to with <1inch of were you want on your 2nd shot, as you've just measured out the location of your first shot. This becomes worse if you have 2 units IF'ing and it becomes worse again if you have say 2 mob units of 20 infantry IF'ing as a fire cluster on a base 4" template....

Using your rule above Sam should help, however my poor themed SI army with terrain mastery is in no way ever going to be competitive with a stock spread army of SI/PI. I have to hop from Terrain piece to terrain piece and then get blasted by IF fire which gets to ignore Terrain Mastery and Cover...

I have no clue why blast templates aren't affected by terrain or slightly nullified by it, next time we play (Assuming I can get someone to) I'm going to try affecting blast radius of AOE in terrain by the same modifier as movement light 3/4, med 1/2, and heavy 1/4. To represent bits of Shrapnel etc getting blocked by the terrain (Smoke/Radiological/Poison gas types will be unaffected by this rule).

Guess I could just be cheap and use the above tactic myself but then the game will degenerate into an IF fest and he/she who draws initiative first with one of their IF units wins...not exactly my idea of fun... :cry:

smokingwreckage
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Re: Some House Rules

Postby smokingwreckage » Fri Apr 08, 2011 7:38 am

I think the quickest solution is to play without IF in a match-up with your themed armies. I'd be perfectly happy to, and I think this was how our last fight on the city table worked out?

I can't really say if I think IF is outright overpowered in a straight-out competitive fight where the armies are EITHER less tightly bound OR keep to a semi-modern or realist theme.

I have a few suggestions, though, either tactics or tricks:

Artillery jammers cause extra scatter, and vehicles can carry Point Defence weapons. After Blast can enhance your laser rifles etc. to aid in shredding IF lobbing squads, whilst maintaining some degree of thematic purity. PD works against IF and DF AOE.

Of course, heavier armour has to help.

Be fanatical about spreading your troops out (this can be a real problem if you have lots of cheap troops).

A cheap APC renders the squad within totally immune to to AOE, and gives you more room to spread your other troops out.

Consider the "Reserves" advantage, it can get you places and keeps a squad out of the maelstrom.

Consider weapons and troops for the role of highly maneuverable, independent sniper, for eliminating high-value targets and, being just one figure, big AOE templates are totally wasted on them. Phase weaponry lets you ignore terrain depth and blocking terrain that might otherwise shelter IF lobbing troops. Elite squads can act like 10 independent snipers and they ignore unit perimeter so they can spread out regardless of other squads.
-Sam


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