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Only War
They are the thin line that protects mankind. They are the Imperial Guard.
Moderator: FFG Andy FischerFFGMark Topics: 373 | Posts: 4331
11th Hour RPG-Day Demo
by dvang
Published on 07 June 2012 - 09:22:33
Page 5 of 6 (88 messages) « First page... 3 4 5 6 ...Last page »
Reply #61 | Published on 18 June 2012 - 13:30:22

Cifer said:

@borithan

What does Target Selection do in this game?

In the Demo, it allows you to fire into melee without penalty.

Reply #62 | Published on 19 June 2012 - 02:41:34

I was surprised with the flamer and pistol shotgun when I got this booklet in my hand. Though, the pistol shotgun would be rather useful in close quarters combat and it gives the combat specialist an effective means of fighting the orcs. Of course, the heavy flamer is likely to be more effective then the heavy bolter with the BC rules for automatic weaponry in effect.

Mind you, they toned down the Orcs as used in Deathwatch for example as well, not Unnatural Toughness (4) but (2) which makes them more manageable. I also noted that the combat knives got upgraded to d10 instead of d5 which makes melee combat with the Orks workable.

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Reply #63 | Published on 19 June 2012 - 13:29:59

Now that the demo game has been played: Was there any new core mechanic introduced, like DW's hordes?

Ceterum Censeo Dezmond Ignorandum Esse.

Reply #64 | Published on 19 June 2012 - 14:04:24

No Horde rules in the Demo. The standard rules seems to differ quite a lot from DH (not sure if the same thing is true for BC). For one thing they changed how Scatter works. A change I find preferable to trhe old DH rules.

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Reply #65 | Published on 19 June 2012 - 15:06:04

Sister Callidia said:

No Horde rules in the Demo.

At Rank 1, Guardsmen will have their hands full trying to survive individual orks- Horde Rules at this stage would most likely result in a Total Party Kill. I'm curious if Horde Rules will show in the Rulebook, though (for when the PCs upgrade to Stormtrooper carapace- or better- armour).

Reply #66 | Published on 19 June 2012 - 15:44:25

Sister Callidia said:

No Horde rules in the Demo. The standard rules seems to differ quite a lot from DH (not sure if the same thing is true for BC). For one thing they changed how Scatter works. A change I find preferable to trhe old DH rules.

I haven't played the demo yet, but from some second hand reports the rules seem to be the same as BC.

"Vimes cupped his hands around the flame, sucked on the foul tobacco, tossed the match into the gutter and
slouched off down the damp, puddle-punctuated alley.

If there was anything that depressed him more than his own cynicism, it was that quite often it still wasn't as
cynical as real life."

Terry Pratchett Guards! Guards!

Reply #67 | Published on 19 June 2012 - 19:25:12

Sister Callidia said:

No Horde rules in the Demo. The standard rules seems to differ quite a lot from DH (not sure if the same thing is true for BC). For one thing they changed how Scatter works. A change I find preferable to trhe old DH rules.

May I ask what they are?

"For the Angel of Death spread his wings on the blast,And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill,And their hearts but once heaved, and for ever grew still!"

Reply #68 | Published on 20 June 2012 - 05:30:32

Adeptus-B said:

Sister Callidia said:

 

No Horde rules in the Demo.

 

 

At Rank 1, Guardsmen will have their hands full trying to survive individual orks- Horde Rules at this stage would most likely result in a Total Party Kill. I'm curious if Horde Rules will show in the Rulebook, though (for when the PCs upgrade to Stormtrooper carapace- or better- armour).

Wouldn't really need horde rules for Carapace armoured dudes. Even a guy with a really good toughness roll and fully upgraded only has a Damage Reduction of 12. Even low level 1d10+3 weapons can get Righteous Fury criticals on that. Horde rules would just total a guy like that.

Scatter since Black Crusade gives +3 damage at Point Blank (maybe Short?) and -3 Damage at Long (maybe Extreme Range?), rather than the additional multiple hits. Simpler to resolve, but maybe makes them too good against armoured foes while reducing their effectiveness against light/unarmoured dudes (though obviously only at Point Blank).

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Reply #69 | Published on 20 June 2012 - 10:19:17

borithan said:

Scatter since Black Crusade gives +3 damage at Point Blank (maybe Short?) and -3 Damage at Long (maybe Extreme Range?), rather than the additional multiple hits. Simpler to resolve, but maybe makes them too good against armoured foes while reducing their effectiveness against light/unarmoured dudes (though obviously only at Point Blank).

Except that a scatter weapon such as a shotgun SHOULD do more damage at point blank, even to an armoured opponent, as it is the kinetic impact of more buckshot hitting before it disperses over range, and not penetration that is represented with the +3 bonus. The inverse is true of the long range -3 penalty, as the spread of the buckshot means very few buckshot bits will hit a target at longer ranges. Scatter tends to only exist on weapons with lower penetration values, so things like long-las will still have the advantage over a combat shotgun when it comes to dealing with armoured opponents.

"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."

Reply #70 | Published on 20 June 2012 - 10:49:24

Somehow the idea of using horde rules sounds of for me for an IG rpg. You needed a mechanism for Deahwatch to represent Space marines mowing down dozens of opponents but IG it is about soldiering on a a on 1 base. If I try to imagine what happens to some poor guard who is getting shot by even a small side horde, I would imagine them to go through fp's by the dozens as well.

 

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Reply #71 | Published on 20 June 2012 - 11:05:20

Sister Callidia said:

Somehow the idea of using horde rules sounds of for me for an IG rpg. You needed a mechanism for Deahwatch to represent Space marines mowing down dozens of opponents but IG it is about soldiering on a a on 1 base. If I try to imagine what happens to some poor guard who is getting shot by even a small side horde, I would imagine them to go through fp's by the dozens as well.

 

In Black crusade they use the horde rules a little differently from the Deathwatch ruleset, so the settings mix of chaos marines and human heretics can both get involved int he figthing. I haven't heard a lot of complaints (some but not a lot) over on that forum about the mix, so I assume that it works well enough for them to copy it somewhat into this setting. Who knows if they will use it all however until we get the actual rulebook.

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Reply #72 | Published on 20 June 2012 - 15:21:02

Sister Callidia said:

 

Somehow the idea of using horde rules sounds of for me for an IG rpg. You needed a mechanism for Deahwatch to represent Space marines mowing down dozens of opponents but IG it is about soldiering on a a on 1 base. If I try to imagine what happens to some poor guard who is getting shot by even a small side horde, I would imagine them to go through fp's by the dozens as well.

 

 

The main reason why Deathwatch needs Horde Rules is because Space Marines as statted are flat-out immune to most standard weapons due to Power Armour + Unnatural Toughness. The ascethetically  pleasing 'mowing down dozens of opponents' effect is purely secondary. So, Hordes wouldn't be needed at low levels, but- if my DH campaign is any indication- high-end armour and some Toughness advances can lead to 'mortal' PCs being absurdly difficult to harm, which has led to me resorting to using Hordes a few times to create a reasonable challenge for my Acolytes. I'm not sure if/when that threshold will be crossed in OW… It's true that the BC rules for Zealous Hatred allow 'grunts' to damage well-armoured PCs, but that will typically only be for 1 point, 1 hit in 10- not exactly a serious challenge.

-----------

With regard to the Black Crusade 'varient' on Horde Rules (namely, using Hordes only against the Chaos Space Marines in the group and individual opponents against Mortals in the same combat)- does it look like there will be a two-tiered level of resilience in a OW party that would necessitate this tactic? If so, I'll share this: In the early days of the BC Forum, when only the official playtesters had played the game, I asked how you scaled encounters to challenge CSMs without auto-killing the Mortals in the party. The playtesters said that you just use Hordes only against CSMs. When I asked what happens when a Horde has line-of-sight blocked to the CSMs but has a perfect shot at a Mortal PC, or if a Mortal ends up too close to a Horde fighting a CSM and also gets attacked (since Hordes can attack everything in 'close proximity'), I was told by multiple playtesters that those things never happened and if they do it's because I'm a bad GM. It took me a while to understand that response, but eventually it hit me: I play most combats with miniatures, so line-of-sight and other specifics are plainly visible to everyone, but the playtesters only use narative-based combat; therefore line-of-sight and 'close proximity' are whatever the GM says they are, thus allowing Hordes to always only fight CSMs. So, that's something to keep in mind: mixed power level PCs who necessitate splitting opponents into Hordes and individuals don't work very well if you plan on using miniatures…

Reply #73 | Published on 21 June 2012 - 06:52:26

But in OW you dont have space marines. Sure the Ogryn is tough but he is not as tough as a CSM so as far as I can see, there is no need to include Horde rules in OW. Sure you can tell narratively how the bolter mows down a row of enemies but in the end, you don't need fancy rules for that. Because if you start there you would need rules for grand scale warfare and we already have those, it is called WH40k ;)

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Reply #74 | Published on 21 June 2012 - 10:52:25

By the way, Scatter in the demo was: +3 damage in PB range. -3 damage at ranges longer than 15m (not Long range, as mentioned earlier).

After running the demo twice, I found that the Ratling sniper PC was a bit overpowered compared to the other PCs. He's got a good BS skill, and the sniper rifle is Accurate.

Half action to aim is +20 (for accurate weapons), standard attack is another +10. +10 for short range. That's +40 to hit, meaning he had about a 87 to hit, with no penalty to shooting into melee. Add in accurate gives +1d10 for every 2 degrees of success (to a max of +2d10). Thus, all it takes is a 67 or less to get 2d10 damage, and 47 or less for 3d10 damage.  The sniper was essentially single-shotting (or pretty close to it) every Ork he ran into. Keep in mind the Boyz were pretty "weak" having TB of 8 but only 12 wounds (2 armor gets negated easily). So it only takes 20 damage to kill one.

Reply #75 | Published on 21 June 2012 - 16:23:47

Woohoo!  It's up on the website!

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