Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
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Post by Alien Dave on May 14, 2015 20:47:01 GMT
It's available on Wargamevault too. THe ebay copy is the first printing. The WGV pdf is the 'corrected third printing' as it says on the site. Don't know what the corrections are... DW
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Post by madphil101 on May 14, 2015 20:59:02 GMT
Yes but says the first fan pro edition and book depository have a catalyst version... I can't see what is what. I prefer paper over PDF every time..
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Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
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Post by Alien Dave on May 14, 2015 21:07:53 GMT
...I prefer paper over PDF every time.. That's what works printers and binding machines are for.... ...plus the Missus can't see you've bought yet another rules system if you get it in pdf! Looks like the Fanpro one is the older version. DW
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Post by stubram on May 14, 2015 21:32:30 GMT
Technically you haven't actually asked a rules query, so this should really be on general querys and links.
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Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
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Post by Alien Dave on May 14, 2015 21:43:05 GMT
Surely it's a query about ALL the rules??? DW
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Post by madphil101 on May 14, 2015 21:49:23 GMT
I'm allowed books. Books are literature...
The errata is 58 pages... Really! And it's smaller than the techmanual errata ...
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Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
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Post by Alien Dave on May 14, 2015 21:51:32 GMT
Looks like I'll have to go in to work early to print my copy off then!
DW
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Post by madphil101 on May 14, 2015 22:29:11 GMT
In some weird blanked out can't remember state I appear to have bought it and I genuinely don't remember doing it!
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Post by madphil101 on May 16, 2015 18:07:19 GMT
Aside from the backstory, why would I choose a missile launcher support over a basic infantryman with an auto rifle?
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Post by madphil101 on May 16, 2015 20:03:24 GMT
The foot infantry decide to be mechanised infantry. What apc can be taken? Anything I want? Do you need to stick within limits other than the techmanual or do you just go for it?
And is an apc a support vehicle or a fighting vehicle?
And are there battle armours in this era as in one place it says they came with space flight and another says the clan made them meaning they won't arrive for another quarter century...
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Post by stubram on May 16, 2015 21:17:41 GMT
Aside from the backstory, why would I choose a missile launcher support over a basic infantryman with an auto rifle? Do you mean having SRM's as a secondary weapon? If so, it's because gives the platoon the ability to shoot anti-armour or even inferno (like napalm) rounds at the enemy. Better at damaging tanks and mechs that just auto rifles
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Post by stubram on May 16, 2015 21:29:13 GMT
The foot infantry decide to be mechanised infantry. What apc can be taken? Anything I want? Do you need to stick within limits other than the techmanual or do you just go for it? And is an apc a support vehicle or a fighting vehicle? And are there battle armours in this era as in one place it says they came with space flight and another says the clan made them meaning they won't arrive for another quarter century... My understanding is that you assign enough transport units (be they tracked/hover/wheeled APCs, Maxims, Goblin Tanks or whatever) to the infantry platoon - enough to carry it. They move with the platoon and stay near it during the game. basically it's the same as buying a platoon of infantry, and a platoon of APCs, but in this case the move as one unit. The master unit list categorises APCs as combat vehicles, not support. The ability to make power armour has been lost, and won't be around again until the clans come back. Don't worry though, there's plenty of other unit to get familiar with first! nb - motorised infantry are different - they are assigned jeeps, bikes etc and are counted as the same unit - it just changes their stats.
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Post by madphil101 on May 17, 2015 4:49:59 GMT
Aside from the backstory, why would I choose a missile launcher support over a basic infantryman with an auto rifle? Do you mean having SRM's as a secondary weapon? If so, it's because gives the platoon the ability to shoot anti-armour or even inferno (like napalm) rounds at the enemy. Better at damaging tanks and mechs that just auto rifles I presumed that but the srm only has damage 0.19 or something to an auto rifles .52. Presumably missile helps over ballistic but I've not found that bit anywhere yet. Total warfare I guess? I could see taking 2 increased the range at the cost of mp
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Post by comstar on May 17, 2015 8:03:51 GMT
On page 352 tech manual (last page) it has listings for SRM launchers the standard two shot is well standard at 0.63 damage. So for conventional infantry (28) which has four squad of seven of which two guys have SRM's. SO you would have 20 guys with rifles and 8 with SRM's for your unit Hope that helps
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Post by madphil101 on May 17, 2015 10:33:51 GMT
Gotcha. I read Korean LRM and got lost!
If it needs 2 crew then can the 2nd crewman rant away with his rifle?
Having turned over the page and found more exciting support guns my squadrons might get dearer! Lol
And if I take 1 srm will that still make some damage missile instead of ballistic (and will that make a difference?)
I spoke to dark realm and they are going to send me a pretty pack if mixed things to show off to entice us to buy things!
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Post by comstar on May 17, 2015 17:11:29 GMT
Gotcha. I read Korean LRM and got lost! If it needs 2 crew then can the 2nd crewman rant away with his rifle? Having turned over the page and found more exciting support guns my squadrons might get dearer! Lol And if I take 1 srm will that still make some damage missile instead of ballistic (and will that make a difference?) I spoke to dark realm and they are going to send me a pretty pack if mixed things to show off to entice us to buy things! Need two per squad if I remember correctly to get range bonus and negatives due to weight ... move or fire with SRM's and +1 to hit point blank (same hex) I have some dark realm stuff but would like butcher's when they arrive
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Post by madphil101 on May 17, 2015 21:41:32 GMT
So I was looking for tracked APCs and it seems the goblin is 1. Can I mech a platoon and get 4 goblins or I pay to mech them and then buy 4 goblins?
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Post by comstar on May 18, 2015 0:51:48 GMT
So I was looking for tracked APCs and it seems the goblin is 1. Can I mech a platoon and get 4 goblins or I pay to mech them and then buy 4 goblins? The Goblin is in TRO 3058 and has quite a bit of "advanced" technology. i.e. if it is for use in the campaign stubram might object. Hal there is an earlier variant Have a look on the builder its in the 3025-6 folder I you want them to be carried in transports they are standard foot infantry. And for normal four squads you need four Goblins or suitable transport with a 1 ton slot or one vehicle with a 3 ton slot
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Post by madphil101 on May 18, 2015 6:25:21 GMT
I only took them as an option as stu had them on his list. What is a good apc? What can be taken with mech infantry?
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Post by stubram on May 18, 2015 10:52:27 GMT
I had a Goblin once.
He was a veteran. He spent an entire game missing things, got shot, tried to run away, died.
We don't speak of him any more.
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Post by stubram on May 18, 2015 10:54:57 GMT
I only took them as an option as stu had them on his list. What is a good apc? What can be taken with mech infantry? Top of my head - Standard APC (tracked/wheeled/hover). Heavy APC (all types). Goblin. Packrat. Maxim. Maultier. Ignis. Prob loads more
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Post by comstar on May 18, 2015 11:14:03 GMT
I only took them as an option as stu had them on his list. What is a good apc? What can be taken with mech infantry? Top of my head - Standard APC (tracked/wheeled/hover). Heavy APC (all types). Goblin. Packrat. Maxim. Maultier. Ignis. Prob loads more There is On page 155 techmanual has the individual trooper and squad in tons (for full platoon you need to times individual by how many is in platoon ) Hope that helps Foot = Standard foot sloger needs apc Motorised = Guys on bikes etc can have additional transport but may not need them. Jump = Guys with jump packs again like moterised can have additional transport. Then you have mechanised, they come equipted with there own small vehicles and are stuck with them! They can be hover, tracked and wheeled. Now again even these can be transported but are rather large to transport! If people want transports let me know and I'll see what I can print out
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Post by stubram on May 18, 2015 18:21:54 GMT
I think we're getting to the crux of Phils's query - there's a modifier for mechanised infantry (infantry cost + weapons + ammo reloads x 3.2)
Reading the unit construction again, I read it that mechanized infantry behave and fight just like standard foot infantry, except that they move faster (depending on whether they're hover, tracked or wheeled mechanized infantry) and weigh more (effects whether other transports can carry them) but that's pretty much it.
Doesn't look like you have to buy the APC's seperately - it's built into the unit cost i.e. There are no actual APC models used, or bought, or anything. The term mechanized simply assumes they have enough generic transport of whatever motive type to move at their increased speed.
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Post by madphil101 on May 18, 2015 22:46:03 GMT
(infantry cost + weapons + ammo reloads x 3.2)I did wonder if that [units simply representing faster pace] as the case but it's cack. Where did you get that formula as I think it is wrong (controversial!) or the cost if the unit is 3mil + weapons (again) + reloads x mulitiplier
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Post by stubram on May 18, 2015 22:57:04 GMT
I did it cost of infantry 2000 + cost of weapon 1250 + cost of 5 reloads 1000 = 4250 (cost per trooper)
X28 (men for a platoon) = 119,000
X3.2 (modifier for mechanised) = 380,800
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