Mobile Ground Units: ideas and advice WITHIN THE RULES!!

Started by Cannonshop, August 24, 2011, 10:45:15 AM

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Dave Baughman

Quote from: Cannonshop on August 24, 2011, 06:07:02 PM
Quote from: Daemonknight on August 24, 2011, 02:55:38 PM
Except that you can only do a single raid on a planet once per turn. So you can't do a Naval Recon, and Resource Raid against the same planet. Or any combination of raids. If you run a Naval Recon against a planet, you can't target it with anything else, except for Commerce Disruption(because thats an Invasion-type order).


And as for penetrating someone's hexes, if it's a hostile faction, you're going to be potentially stopped at every hex along your path by enemy forces, wether it be national forces or militia. So actually getting 10 hexes deep, is hugely unlikely. Getting even 5 hexes deep, means you need to pass 5 Initiative checks or be stopped.


#2 He's got to react-which means those forces aren't available to him to react to whatever else you're doing somewhere else.  Also: does this mean Militia have Aero now?


as for item the first, I think Fatebringer's answer is better worded than any I could give, save this:

Why in hell is Commerce disruption an invasion order?  Everything in the structure of the rule itself, save the name, screams "Raid"-you're not changing the hex colour, you don't affect anything on-the-ground directly, the enemy can theoretically keep building up his forces in the system (pretty has to if he can-no other way to catch those filthy pirates!)
and the resources generated aren't continuously present for the attacking party-whereas with an invasion, they are.

was it a 'game balance' issue?   Did someone brutally abuse this rule and force a change?  Inquiring minds wanna know.

Commerce Raiding is an Invasion order so that the raider has the option of staying in the hex after the roll instead of automatically having to retreat to an adjacent hex. Since CR is a 'guerilla-like' order that hides the raiding force from direct attack, even a small CR unit in a high-value system can be real pain in the neck for the defender.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Dave Baughman

Quote from: Cannonshop on August 24, 2011, 07:06:41 PM
Quote from: chaosxtreme on August 24, 2011, 07:02:04 PM
Correction when your never going to be able to actually use it.

Honestly I looked at it. It is more effective for me to build transported aero brigades on each possible front. Then it is for me to build Lifu mobile Aero.

Better too.

Because each additional transported aero brigade I build is providing what? 10% of the MP I need to move a unit 1 hex. Which if your invading is all you need to move anyway.

So on an invasion attack. Say I built 10 FP on 10 front's 9 of which I am not attacking on I now have 9 hex's with an additional 1FP of defensive aero should my neighbors attack for that 1FP that is invading 1 hex deep.

It is just simply a better deal then paying x10 for 1FP of Aero that will then move.


- I have paid the same amount of RP and MF/SY Construction space.

- I have more defense along my border's and on top of all that the Movement is still free.

- In fact it is better because I can use that movement on a different unit if I choose too.


Mind you having some mobile make's sense for factions with deep periphery intention's. Built some for the Viper's. But for a large faction that has SY, and has MF's... there really is no point.

There is nothing I can do with mobile force's that I can't do with Command Circuit's.



Can't/Won't-what's the difference beyond semantics? and I still question when the free Militia point got Aero capability to stop you from moving through.




Interestingly, the Free Militia rule appears to not actually be documented anywhere. That's something I will need to rectify. When I was Head GMing, my feelings on militia were:


  • Free militia is 1 FP. It can be 1 FP of anything, even aero.
  • Free militia cannot move or use guerilla warfare
  • Free militia is "called up" in response to an attack when there are no defenders. Movement - hostile or otherwise - is not an attack.

FYI, as I am reexamining the movement system, the "1 deep/2 deep" rule is on the table for revision. So, to those of you who are frustrated with it, it may soon be changing. Of course, it will not be changing in a unilaterally 'empowering' way - getting trapped behind enemy lines will be a much more real possibility if the changes I am toying with are implemented.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Fatebringer

((Shrugs)) Who knows what was in all the rules errate and junk. All I know was that I was told Free Militia was 1 Regular / Green FP of level 1 units that could only contain 1 light / medium mech. That's why I always used something appropriate when trying to defend an unguarded world thru a trial.

I was very partial to using Whitworths and Hunchbacks in my trials :) My two successful ones used a Hunchback (Vs MoC Wraith) and Wolverine (vs CCC Stalking Spider)

I suppose I'll be facing a Star of Assaults every time I hit a planet now.

chaosxtreme

Hey query.

What about the Free Militia automatically being green for MM?

Would also be something good to have canonized in the rules.
:-)

Fatebringer

If your giving them access to Pulse tech... that makes a lot of sense. Cause a company of Wraiths would mess up anyone :P