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Messages - yllamana

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1
General Discussion / Re: Recruiting for discord
« on: April 18, 2018, 11:49:47 pm »
I am interested in making a Discord server.

2
Battle Reports / Re: One Commander, Bushi vs Bastions
« on: April 18, 2018, 06:09:38 pm »
Thanks timiel, I'm really glad you enjoyed it! :)

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Battle Reports / One Commander, Bushi vs Bastions
« on: April 18, 2018, 02:18:42 pm »
I wrote up a battle report during the kickstarter. Here's a link to it if you're interested: https://mercurialchimera.wordpress.com/2018/04/15/armoured-digital-battle/

4
Painting, modelling and modifying / Re: Upcoming units...
« on: April 18, 2018, 02:16:47 pm »
Oh, those are all super cute!

I'm disappointed the Meerkat didn't make it! It was much more fun to play than I expected and it fills a great role in the second Logistics slot where you might otherwise have a less useful second Squirrel.

The M3 Bear Siege Tank looks neat.

Huh, the Cougar MBT is weird, though! It looks so cool, but it has this enormous turret that looks like it should have a high firepower value, then only has 3. I like the idea of a tough standoff tank with a good comms value as a sort of lynchpin vehicle, but I don't think it jives with the dual-cannon art. Maybe there's some conceptual overlap here with the Bear.

Whaaaat. The Vampire has comms 2??? That's amazing! I can see the In Progress part - it still has the hardened armour plates on the side. A comms 2 command vehicle sounds fantastic. Potential 4+2 firepower... huh. That's completely terrifying. I love that it has comms 2!

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Tactics / Re: Maths
« on: April 06, 2018, 02:06:46 pm »
Looks like the firepower values are cut off... I'm assuming FP2-5? Or is it 1-4?

Also for those who are new to the game, if you cause, say, four hits and the enemy has protection 3, no matter what you roll to save you're going to suffer at least one point of damage. That's worth factoring in to the calculations, as it's sometimes worth taking a **** on hitting a damaged target (say, Prot1 remaining) with a lower FP attack that's going to let them save on a 3+. All you need to do then is hit them twice and it doesn't matter what they roll to save.
You should be able to scroll to the right, or just right-click and open the image directly, but they're Firepower 2-5.

I need to write a bit about what I think all this means. ;)

6
Tactics / Re: Maths
« on: April 05, 2018, 06:12:25 pm »
The next question I had was - what's the deal with shooting? How much damage do typical attacks actually do, and how does that change with hit chance? When is maneuvering worth it?

First, some background for people new to the game. The starter box has four vehicles that can shoot. Each has a Firepower value that determines how many dice it rolls when it attacks. The Wolf and Elephant have a base Firepower of 4, and the Rhino and Centaur have a base Firepower of 3.

The base number you need to hit is 4+, but there are a lot of modifiers to that number. It's extremely easy to get cover, so most things you can shoot at will typically be hit on a 5+. The main modifiers are:

Cover: If anything is between the shooter's sensor pod and any part of the target, -1 to hit.
Moving Fast: If the target has moved 8" or more this turn, -1 to hit.
Sensor Lock: If the target is within sensor range, +1 to hit.
Fired: If the target has fired this turn, +1 to hit.

Rolls of six are critical hits (called Additional Damage Effects in the rules) and immediately cause either damage to one of the target's statistics or an additional point of damage.

If any shots hit, the target rolls to save. The required number is based on the target's armour type vs the hit's damage type. There are three damage types and three armour types, and the required number is either 3+, 4+ or 5+ depending. If a critical hit damaged the target's Protection then it also makes the required number higher. The target rolls one dice per current point of Protection, and each successful save cancels out one hit. Each point of damage reduces Protection by 1, and if the target hits zero Protection then it's destroyed. This means taking damage makes resisting damage harder in future.

These charts are the mean simulated damage for attacks of varying hit chance and Firepower when shooting at targets with three Protection across a million attacks. Each chart represents a different required saving throw. I apologise for the readability of the charts.

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Tactics / Maths
« on: April 05, 2018, 01:32:54 pm »
Armoured Digital has some weird maths behind it that's hard to intuit. Let's explore it!

The first question I had was, "How many cards do I get for each Planning or Logistics point?" Here's the average for planning values of 1 to 10:
Code: [Select]
Average of Planning 1:  3.5
Average of Planning 2:  4.5
Average of Planning 3:  5.037
Average of Planning 4:  5.394
Average of Planning 5:  5.666
Average of Planning 6:  5.895
Average of Planning 7:  6.100
Average of Planning 8:  6.290
Average of Planning 9:  6.472
Average of Planning 10: 6.648

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General Discussion / Re: I am totally hyped about this game
« on: April 02, 2018, 06:32:48 pm »
That was very helpfull thanks.
But in the demo in tabletop simulator there are no logistics orders so we cant play a full game
They are the brown tokens to the side of the board, next to the Resource and Victory tokens. :)

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General Discussion / Re: I am totally hyped about this game
« on: April 02, 2018, 02:28:26 pm »
It's a very neat game, and the models are very cute and magnetically attract people to them when they're on the table!

I have a pretty good grasp of the rules - did you have any specific questions about them?

The general format of the logistics phase is:

1. Each extractor generates d6 + 1 resources automatically.
2. Each player generates a certain number of logistics orders, much like in the command phase, but using the Logistics stat instead of the Planning stat. You don't have to pick what these orders are in advance, so usually they're just represented by a token.
3. You roll for initiative using your Resourcefulness stat, but instead of interleaving your orders, whoever won will play all of their orders, followed by whoever was second.
4. You play logistics orders on your logistics and production vehicles. These have a special set of orders they can perform:

Logistics vehicles, like the Squirrel, can:

1. Move - just a standard move, like playing the Move card;
2. Pick up resources - if their back is touching a resource port, like on the mine, they can pick up resources, up to their transport limit;
3. Drop off resources - if their back is touching a resource port, like on the back of the Wombat, they can drop off resources.

Each of these takes one logistics order, up to the usual limit of three orders per vehicle. Also, if the vehicle moved far enough, it will get the defensive bonus for moving fast on the next round.

Production vehicles, like the Wombat, can:

1. Move - again, a standard move, like on the Move card;
2. Repair - pick a friendly vehicle that's within 2" of the ramp that the Wombat could build. Place it on board the Wombat model. Then you roll a number of dice equal to your Resourcefulness stat. For every dice that rolls a 4 or more, you can remove one damage token from the vehicle. Then you can place the vehicle back within 2" of the ramp of the Wombat. Alternatively, you can keep it on board and place it within 2" of the ramp at the end of any logistics order. It can't do anything while it's on board, though.
3. Build. This is probably the most complicated thing in the logistics phase. You pick a thing to build from your commander's list of production specs. You immediately pay the resource cost on the production spec and generate production points equal to your Resourcefulness stat towards building the vehicle. You should also place the vehicle inside the production unit so you can see it's under construction. Each Build order you place on the vehicle will generate production points equal to your Resourcefulness, but you don't have to pay the cost again. Most things take most commanders two Build orders to complete. When you've finished building the unit, place it within 2" of the ramp.
4. Pick up resources. It's very rare, but the Wombat can pick up resources from an extractor directly if it docks with it. They can only load from extractors, not from transport vehicles like the Squirrel.

Extractors can also have orders assigned to them. The only thing they can do is produce additional resources equal to d6 + your commander's Resourcefulness stat.

I hope that's a helpful summary.

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