Search the Forums
Options
Keywords search:


Search in Forum...

Search within...

Match...

Antiquity...

Player messages...

Dust Tactics Rules Discussion
A place to discuss the rules and clarifications for Dust Tactics
Moderator: FFGAnton Topics: 329 | Posts: 2573
Operation Zverograd
by Gimp
Published on 28 April 2012 - 14:54:02
Page 3 of 3 (44 messages) « First page... 2 3
Reply #31 | Published on 10 May 2012 - 03:50:49

You know what- if you don't like the idea of the sulfur thrower being an acid-based weapon, do what I did when I first saw the entry. I thought sulfur as in "sulfur and brimstone", as in another version of a flamethrower, just a different fuel being used, instead of jellied gasoline.

Honor, Duty, Valor…all good but I need my payment if you want some lead flying towards your enemies…

 

Reply #32 | Published on 10 May 2012 - 23:23:39
2
0

Personally I don't see why a sci fi game would use flame throwers. They were used in WW II, but not in the modern military.They are very short ranged have very few shots and lets not forget about having a tank of napalm strapped to your back. Were do I sign up for that?

Trust me a couple of tank round or a nice air strike makes short work of any infantry strong point.Now one can make the argument that we need to take the building. Well again setting the building on fire that command wants you to take sound a little stupid to me.

Hay we can make fire extinguisher troopers, now it all make sense to me.

Without Signature
Reply #33 | Published on 11 May 2012 - 02:52:15
3
7

Panzer soldier said:

Personally I don't see why a sci fi game would use flame throwers. They were used in WW II, but not in the modern military.They are very short ranged have very few shots and lets not forget about having a tank of napalm strapped to your back. Were do I sign up for that?

Trust me a couple of tank round or a nice air strike makes short work of any infantry strong point.Now one can make the argument that we need to take the building. Well again setting the building on fire that command wants you to take sound a little stupid to me.

Hay we can make fire extinguisher troopers, now it all make sense to me.

Even more stupid when you have to be in the building flaming directly above you to take out a unit on the second floor :)

http://sites.google.com/site/medwaywargamessociety/location

Reply #34 | Published on 15 May 2012 - 18:52:25

The SSU use acid throwers rather than Flamethrowers because the infantry keeps drinking the flamer fuel.  Something about 'shortage of wadka rations'.  That will be all.

p.d.

Reply #35 | Published on 16 May 2012 - 03:20:08
1
5

theguildllc said:

The SSU use acid throwers rather than Flamethrowers because the infantry keeps drinking the flamer fuel.  Something about 'shortage of wadka rations'.  That will be all.

 

That was good one! :D

Without Signature
Reply #36 | Published on 16 May 2012 - 12:47:57

daniello_s said:

Guys, u know that u r arguing about the game, where zombies exists next to the walkers, right? :D

Yet gravity still works the same, and physics is still physics, and chemistry is still chemistry, so they all work under logical constraints that mirror the real world.  That's what makes a wargame a simulation of combat.  When things don't fit reality, there should be a rational explanation within the game's fluff, whether it's due to alien science, magic, or whatever.

'Aliens' gave us acid blood that ate through many things, but not all.  That's great, but even there, they had the acid coming in a concentrated area and it stopped after a while like an acid would.  That was the silliest part about the Alien movies, but it still matched science to a degree.

Acid throwers would not be throwing out acid in the quantities needed, or they would need huge tanks to carry enough.  Without quantity, acid would simply be scarring vehicle hulls until its reaction completed.  Acid is a finite reaction, while fire spreads and consumes oxygen so long as fuel is available.  Vehicles could be treated to withstand acid rather easily, just as they were treated to defeat magnetic mines.  Troops could operate in NBC suits and have protection against acid, as well.  Acid also takes time, regardless of the silly science of 'Aliens.'

Modern armies don't use flamethrowers that often because of their risk, but they still have a lot of flame weapons soldiers can use.  There've been rockets that fire incendiaries with much greater range and a hotter flame effect available for decades.  There have also been single shot flame weapons that were dosposable.

Without Signature

Reply #37 | Published on 16 May 2012 - 12:56:56

I refuse to let this be the focus of the Zverograd Campaign discussion.

 

So, anyway. I heard on facebook that the campaign has a an optional prologue mission if you're playing it axis vs allies, with no SSU army. Whoever wins that mission gains Koshka as an ally. So throughout the campaign, they can pay the points to use the Babushka walker and they get Koshka for free! To compensate for this bonus, the other side gets a "spymaster" ability: One of their heroes gains the BlackOps skill and an extra Health.

Sounds like a cool way of integrating the units that come with the campaign box for players who have no interest in buying SSU units.

Suck my Mickey

Reply #38 | Published on 16 May 2012 - 13:09:27

Loophole Master said:

I refuse to let this be the focus of the Zverograd Campaign discussion.

 

So, anyway. I heard on facebook that the campaign has a an optional prologue mission if you're playing it axis vs allies, with no SSU army. Whoever wins that mission gains Koshka as an ally. So throughout the campaign, they can pay the points to use the Babushka walker and they get Koshka for free! To compensate for this bonus, the other side gets a "spymaster" ability: One of their heroes gains the BlackOps skill and an extra Health.

Sounds like a cool way of integrating the units that come with the campaign box for players who have no interest in buying SSU units.

Sorry, but you've noticed what a simulationist I am by now.

The Zverograd campaign does indeed allow for Koshka and the Spy Master as you noted.

Koshka comes free every game, with the option to purchase Grand'Ma.

The Spy Master can be included if purchased, but has to sit out the next mission if eliminated in the current mission (except for the finale).

Without Signature

Reply #39 | Published on 16 May 2012 - 13:16:59

 Do you have to pay anything extra to have the spymaster? Or only the normal cost of the hero that will become it? Can you make a different hero the spymaster on different missions?

Suck my Mickey

Reply #40 | Published on 16 May 2012 - 13:39:32

Loophole Master said:

 Do you have to pay anything extra to have the spymaster? Or only the normal cost of the hero that will become it? Can you make a different hero the spymaster on different missions?

The Spy Master ability comes free to balance Koshka being free, but the ability has to be asigned to a specific hero, and stays with them.  That hero stays the same point cost as normal, and just gets the boost of Black Ops and increased damage.

It's odd that Koshka won't miss a single fight, while the chosen Spy Master has to skip a fight if they are eliminated, but it isn't game breaking.  It does add a fun story element.

Without Signature

Reply #41 | Published on 16 May 2012 - 17:01:24
5
6

Loophole Master said:

So, anyway. I heard on facebook that the campaign has a an optional prologue mission if you're playing it axis vs allies, with no SSU army. Whoever wins that mission gains Koshka as an ally. So throughout the campaign, they can pay the points to use the Babushka walker and they get Koshka for free! To compensate for this bonus, the other side gets a "spymaster" ability: One of their heroes gains the BlackOps skill and an extra Health.

 

I have no intention of going with SSU, but this actually makes me interested in picking up this box.  For non-campaign games, perhaps the unit could still be a mercenary for hire for my axis / allies armies.  Thanks for the heads up!

 
Reply #42 | Published on 18 May 2012 - 00:19:58

Agreed. Even if my friend doesn't play SSU, I'm going to grab this expansion. Babushka looks killer, and the campaign should be fun.

Honor, Duty, Valor…all good but I need my payment if you want some lead flying towards your enemies…

 

Reply #43 | Published on 22 May 2012 - 08:22:14

Gimp said:

<snip>

If the chopper with the canon has a limited range, that mitigates the balance issue, but we don't know what is actually coming out.  Unlimited range from the air against a six space range on the ground would be huge, as even a 3x3 grid can have a maximum range of 15 on the diagonal.  If the range is limited, it's rather silly, as one of the advantages of air power is its long range strike capability.  Limiting AA guns that shoot down planes at 30,000' to a six space range is stupid.  Read some WW2 history about low level bombing raids for examples on why.

They would have done far better allowing choppers to use terrain like real choppers do, and let them fly at specified levels like the levels of a building.  Choppers don't fly high in combat areas, especially not when delivering troops.

<snip>

Acid sprayers simply to make the SSU different then flamethrower units is like making a rule that normal troops can fly: there is no rational explanation on why it works differently than acid would in real life.  Is it playable?  Yes.  Is it stupid?  Yes.  That doesn't even mean it can't be fun, but it moves Tactics further from Sci-Fi and into ridiculous fantasy.  Simulationists prefer inherent logical structure that makes sense in a game.  Acid sprayers don't, for the reasons I noted and others. 

Ahh, have to jump in here, since I actually don't have an issue with this.  Well, I do, for some of the same reasons you do, but…I can deal with them.  Treating it somewhat simply the helicopters are considered to be doing a lot of hop and popping so they are always visible at some time during the turn so anyone can get a shot.  At close range, the issue isn't how far a weapon can shoot, but how fast they can track the chopper, something we (US Army) have been relying on for decades to not get our birds hit.  So, they are always visible and you can only shoot so far to hit them.

Acid sprayers are a bit silly, but if it is just a name to give a different "flavor" to an alternate flamethrower, then I can live with it, even if it is silly..

Without Signature
Reply #44 | Published on 25 May 2012 - 14:54:02

I'd be happy to see choppers have some kind of modifier due to their speed, at least with the range modifier units on an upper floor of a building get.

As you noted, choppers speed and hugging the ground is what keeps them alive.  Allowing constant line of sight, while limiting the range of anti-aircraft weapons designed to shoot down faster flyers at longer ranges, strikes me as a very poor way to represent that.

WW2 showed low flying aircraft were at risk to anti-aircraft fire.  Normal infantry had more of a problem with it, but dedicated anti-aircraft weapons could track and fire at aircraft flying at low levels.

Without Signature

Page 3 of 3 (44 messages) « First page... 2 3

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS