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Post by Parduz on May 9, 2012 6:46:33 GMT -9
Hi guys. There's anyone willing to help me putting down some stats for a balanced "first test" 5150 game (THW Chain Reaction 3 mechanics)?
I don't care a bit of the AT-43 settings, i'd just like to have a good set of stats for that minis, providing enough differences for the two races (humans and therians) to offer different styles of play. So, just a way to use that minis. I find the 5150 rules "confusing". Sure the group is willing to help but this particular topic recurrently appears in the messages without a single "complete" answer. There's someone here that plays CR3 and 5150 in particular?
Thanks
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Post by gilius on May 9, 2012 8:04:52 GMT -9
Hey Parduz
I play CR3 and 5150 New Beginnings. I have the 5150 Star Army book, read most of it but haven't played full battles with it (just some quick tests to understand the rules.) I had plans of using Okumart's Retro Space figures to play as Star Army vs. Hishen but I still have to build them.
I'd suggest starting by playing each side as one of the existing forces and then adapt their special attributes, reaction tables, platoon organization etc. to get what you want. I think much of the "feel" of the forces will depend on the reaction tables and squad recruitment tables. For instance, in the squad tables, note how the planet defense forces will tend to have lots of low Rep guys in their squads while the ISS will be mostly Rep 5, not to mention their BTA armor. On the reaction tables, note how the Grath can ignore a knock down result if they pass two dice or how Bugs don't even have a Man Down reaction.
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Post by Parduz on May 14, 2012 4:19:42 GMT -9
Gilius, thanks a lot. I did'nt read the tables, thinking that it was too early to digest just numbers, and instead most of the differences really are there (and i've still to read the vehicles tables). Really i find the rulebook really hard to be understood.... i still have to get why.... On the Yahoo group the author is very kind and answer to questions really soon, ..... but again, seems that i never fully understand his answer... so i'd keep asking to you also (or other CR3 players willing to help, obviously) --- I agree that i should play with the book armies. UNA minis are good for any human army, and therians can represent any "non-melee-only" race. The problem is: how to balance a scenario? I'd avoid to bring the game to my friends (and to a group of kids short after) and make the first scenario ever a boring experience 'cause a side will become obviously the winner. There's no point system. Any suggestion? Also, i have some problem with the various "type" of units: These are UNA units: a Fire Toad, a TacArm, and a common soldier. How should i treat the two bigger ones? The Toad as a vehicle and the TacArm as a Exo or BTA armor? From the book explanation of the two armors, they could be compared to tanks.... And last (for now ): what's the differences between the Star Army rulebook and the New Beginnings? I understand that the latter is for smaller scale fights, but then? Thanks
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Post by gilius on May 14, 2012 14:36:17 GMT -9
Hi Parduz In my opinion, one thing that makes these games harder to understand is Ed's writing style. More specifically, he often states things only once in the rules, and takes them for granted elsewhere. So if you miss a phrase or forget that bit of information, other parts stop making sense. He has improved on this for every new book released, but some of this still remains. On to the main subject, those minis are wonderful! I googled some Therian images and was impressed by the Golgoth units. Two Hour Wargames support solo and same-side play well so you might consider introducing the game with a same-side battle. For instance, start with a squad per player (or even split a squad in two fire teams) and play together against the non-player forces. Just note that the enemy defensive position table (p. 53) has some nasty results -- rolling an entire enemy platoon against your single squad may be frustrating, so you might want to tweak that table. If you go this route, the patrol scenario may be a good start. This will also help getting a feel for the balance of the game. If you prefer to start right away with player vs. player: based on the tables, a match between a squad of PDF + a light tank against a squad of Hishen + a medium tank *seems* balanced; the PDF might roll some troops with better armor and Rep and also a SAW but the Hishen reactions are a little better and their tank too. In this case I wouldn't use the optional rules for random events and reinforcements as they can heavily change the battle. You may keep things simple and deploy everything at the beginning or use the PEF system for head-to-head play shown in page 47. Disclaimer: I haven't tested this to ensure it's balanced, it's just an opinion from looking at the tables. Regarding the unit types, I'd say the TacArm could be a suit of BTA armor. If you check this post from Spacejacker, his BTA suits are even larger than human size but retain the humanoid shape and carry weapons. So the TacArm could also pass as EXO, I guess it will depend on how you want to use them. tinysolitarysoldiers.blogspot.com.br/2011/10/bta-armor-unit.htmlWhereas he converted a TacArm to use as a walker (counting as a light tank) in 15mm, so I'd say the Fire Toad is certainly a vehicle, probably as a light tank. tinysolitarysoldiers.blogspot.com.br/2011/09/star-army-walkers.htmlLastly, about New Beginnings: as you wrote, it's for smaller scale. Normally you control your star and can have a gang of up to Rep members. Besides Rep, each figure has four skills (Fitness, People, Savvy and Science), a Race, a Class, a Profession, and one or two attributes (special rules.) You play missions usually hired by someone to do something (there are different mission types, objectives and clients in the book.) So it sort of plays as a mix between a skirmish game and a "light" RPG.
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Post by Parduz on May 16, 2012 1:35:35 GMT -9
Thanks a lot. That blog is wonderful, and your infos are great. I'll try a solo game one of these night, but i start to fear the amount of rolls the game requires..... rolling too much is a thing that "ruins the rythm" of a game, a thing that we (my gaming group) don't like too much (it was the reason for the big Starmada AE failure)..... perhaps i've bought a ruleset that's wrong for us... i will see. Anyway, thanks again!
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