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You are here: FFG Forums /  Miniatures /  Dust Warfare

Dust Warfare
Conquer new terrain with intense tabletop miniatures combat
Moderator: FFGAnton Topics: 714 | Posts: 7281
Question thread for those with the book already
Published on 10 April 2012 - 22:29:16
Page 2 of 4 (55 messages) « First page... 1 2 3 4 ...Last page »
Reply #16 | Published on 12 April 2012 - 20:01:09

Tarnis Phoenix said:

 Soldier and Vehicles have different armor ratings,

Soldier 2 gets two dice to attempt to shrug off a hit. (Two total for the entire squad).

Solider 3 gets three dice... etc etc..

Think the same with Vehicle armor... but there is also a chart after damage is taken. For possible special damage done to the vehicle.

Vehicle 3 gets three armor dice to try to shrug off.

.

.

Vehicle 7 gets seven dice...

So let me see if I got this right. If I am Armor 3, not only am I harder to hurt than Armor 2, but I get to roll 3 dice to resist damage? So if my squad takes 2 damage I get to roll 3 dice to resist it? And that stacks with cover? So I get one save per wound for the cover, then whatever gets passed the cover goes against my 3 dice of Armor saves? And then damage resilience?

So if a squad of zombies is hit for 4 damage, the roll 4 dice for hard cover (counts as soft) and get say 1 result, so now they are face 3 damage, then they roll 3 dice for damage resilience, getting one result, reducng damage to 2 and then get to make 3 armor saves?

ANd walkers get 1 armor save per armor class as well! Wow, Armor 5, 6 and 7 got very scary real fast.

Emperor, let Your undeniable light burn on the mishappen and twisted, so I can see them with pure sight, and purge them with righteous fire!

Reply #17 | Published on 12 April 2012 - 21:53:24

 But cover works differently in Warfare from what people have posted, you don't roll for cover, soft cover reduces all damage by 1, heavy by 2.  So in your example 4 hits on a Zombie squad 2 hits reduced by heavy cover (not sure if Zombies can use heavy cover in Warfare), roll 3 dice for Armor saves and any hits that are left are for damage reduction to handle.

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Reply #18 | Published on 13 April 2012 - 00:08:49

 Just to clarify, damage reduction does happen last?

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Reply #19 | Published on 13 April 2012 - 00:27:23

SGTManuel said:

 But cover works differently in Warfare from what people have posted, you don't roll for cover, soft cover reduces all damage by 1, heavy by 2.  So in your example 4 hits on a Zombie squad 2 hits reduced by heavy cover (not sure if Zombies can use heavy cover in Warfare), roll 3 dice for Armor saves and any hits that are left are for damage reduction to handle.

 

Checking to make sure... Yup.

Zombies also decrease their cover status: Hard cover = Soft Cover to them and Soft Cover = No Cover to them.

Reply #20 | Published on 13 April 2012 - 06:39:59

Interesting. Seems they are trying to find ways around the limitations of the 2 result die mechanic. Though I think I would have preferred a different armor save system. Something like this: Weapons have three damages (infantry, armor, aircraft) that deteremine the number of dice rolled to hit/damage a target. Then you get your Armor Class save (1 for 1, 2 for 2, 3 for 3 and so forth). Keep cover as it is.

But I will have to wait and see the rules for reals. 

Emperor, let Your undeniable light burn on the mishappen and twisted, so I can see them with pure sight, and purge them with righteous fire!

Reply #21 | Published on 13 April 2012 - 07:14:45

 I like that they didn't over complicate cover, but it's nice to see that it works inconjunction with Armor saves.  Will have to just play it a few times and see how it plays out.  For one of the guys with the book did they change damage reduction or is it still roll a dice for each hit that got through cover and armor and ignore it on a hit?  Thanks

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Reply #22 | Published on 13 April 2012 - 11:48:03

 are there any abilities with drastic changes between tactics and warfare?

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Reply #23 | Published on 13 April 2012 - 12:08:35

Has black ops changed any? I can see it having add ons to make it more versatile (instead of adding a die to you roll, you reduce your opponents by one for example).

Emperor, let Your undeniable light burn on the mishappen and twisted, so I can see them with pure sight, and purge them with righteous fire!

Reply #24 | Published on 13 April 2012 - 13:49:55
5
6

Are there any rules for playing with more than 2 people?

 
Reply #25 | Published on 14 April 2012 - 21:04:36

 

I know that this has been discussed before, but something has been bothering me.  I don't have the rule book yet, so i'm hoping to get an answer from someone who does.

 

So, you are allowed 2 support units for each section you take per platoon.  so if you take a command section along with 4  other sections, you are allowed up to 2 walkers and/or sniper squad/ observer squad.

My question is, if you notice the example army list in that preview, the first build is a command section,3 normal sections, 3 support (2 light walkers and a sniper squad) plus a platoon upgrade.

what is allowing the 3rd support unit in the list?

 

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Reply #26 | Published on 14 April 2012 - 21:10:59
5
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X7XsnowmanX7X said:

what is allowing the 3rd support unit in the list?

 

I believe it's having a command squad in the command section (as opposed to having a hero there.)

 
Reply #27 | Published on 14 April 2012 - 21:17:50
20
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Actually, I think they screwed up. As near as I can tell, it should have only been allowed two support choices.

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Reply #28 | Published on 15 April 2012 - 15:56:33

 Allies and Axis command squads can get an additional support unit per command squad. The unit can only be an observer or sniper team

Reply #29 | Published on 15 April 2012 - 16:31:46
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Ah, okay. I screwed up, then.

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Reply #30 | Published on 15 April 2012 - 18:48:15

 Very cool.  Thanks guys.

I was getting a little confused over their preview but it makes sense now.

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