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Author Topic: Black Ops news?  (Read 33909 times)

Offline Comsquare

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Re: Black Ops news?
« Reply #150 on: 04 November 2015, 08:02:41 PM »
Q:Does point cost of Militia Ace should be 8 ½ (Veteran 6, Ace 2, Leader 1, +1DED - ½  )


He is :)
That question was asked by me a little earlier in this thread ;)

Honestly, a lot of the stats/costs are not right

Offline Dalcor

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Re: Black Ops news?
« Reply #151 on: 04 November 2015, 08:04:32 PM »
Sorry I miss it

Offline Dalcor

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Re: Black Ops news?
« Reply #152 on: 04 November 2015, 08:15:34 PM »
During yesterday game we have had some issues with "Intruder Alert" I have seen some excellent ideas for narrative approach here with specialists, so consider this as an house rules

Squad Upgrade
Transmitter 1pts per Jack, 2pts per Queen, King or Ace.
Any model with RT Speciality is considered as equiped with Transmitter

"Intruder Alert" Noice counter issued by Guard equiped by Tansmitter is not halved down by distance or cover, for all models equiped by transmitter or RT. Ace activated on Joker with Transmitter or RT can order a single model with transmiter to take an action.

Transmitter could be neutralized by hacker or jammer, but only if they succesfuly turn of the transmitters before Order or Intrudel Alert is called. In that case Noice counters for Intruder aler are halved down as usualy.  Transmitters are off untill restarted, It is Major Action for 5+. Hacker and RT Specialist as per specialist rule (3+ or 2+). Then it can be hacked or jammed again and restarted again... You know, you need to find some occupation for your specialists.

So it means that if your guard is equiped with walkie talkie, he can rouse your commander from sleep easier. However if your hacker is going before him, the walkie talkie does not work and only the loudest yell will help you
« Last Edit: 04 November 2015, 08:26:20 PM by Dalcor »

Offline Lowtardog

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Re: Black Ops news?
« Reply #153 on: 05 November 2015, 10:17:51 PM »
Ordered today and have in mind a blade and whistler taking on a vampire coven😀

Offline Rob_bresnen

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Re: Black Ops news?
« Reply #154 on: 06 November 2015, 02:37:33 AM »

Just trying to plan my first game or two. How many points make a good game? how many is too many?

sorry for quoting myself but my question disappeared under a storm of other posts
Theres more 28mm Superhero Madness at my blog, http://fourcoloursupers.blogspot.com/
And for Ultra-modern Wargaming check out Hotel Zugando at http://ultramoderngaming.blogspot.co.uk/

Offline dijit

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Re: Black Ops news?
« Reply #155 on: 06 November 2015, 07:53:10 AM »
sorry for quoting myself but my question disappeared under a storm of other posts


Pg.33.
"A typical stealth mission will involve 50-75 points maximum."

Offline Rob_bresnen

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Re: Black Ops news?
« Reply #156 on: 06 November 2015, 08:15:32 AM »
thank you


Offline dijit

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Re: Black Ops news?
« Reply #157 on: 06 November 2015, 09:31:30 AM »
thank you
No problems, just noticed it yesterday after having read your post.

Offline GuyB

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Re: Black Ops news?
« Reply #158 on: 07 November 2015, 07:49:21 PM »
I'd recommend 50 points for a stealth mission. Less is more.

Guy

Offline Dalcor

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Re: Black Ops news?
« Reply #159 on: 07 November 2015, 08:58:25 PM »
I'd recommend 50 points for a stealth mission. Less is more.

Guy
Well, I have had 4 out of 8 models killed before Alarm was Raised. But still the reinforcement save the day...

Offline Jiron

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Re: Black Ops news?
« Reply #160 on: 08 November 2015, 08:27:14 PM »
More would Die save my sniper sucked...
http://wargamingasp.blogspot.cz/ - Not entirely serious gaming blog

Offline GuyB

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Re: Black Ops news?
« Reply #161 on: 12 November 2015, 02:41:57 PM »
Quote
Q:Two handed in the list of weapon attributes seems to be undefined...? (page 21: Melee Weapons, Notes on Bayonet for example, not explained on the Page 20 Table Weapon Special Ability)

A two handed weapon requires two hands! There is no other bonus - apart from the length of the weapon. A rifle fitted with a bayonet gains the 'blade' special ability and its length will beat most weapons for draws in CQC. 

Quote
Q: Model A is in Reserve. Model B activates, choosing to Cautious Advance + Fire at Model A, but this puts him within line of sight of Model A. If Model A wants to fire at B as well, what order is the shooting resolved in?

A fires first, as B has moved into A's visual arc.

Quote
Q: Is there any range for Allure and Intimidation or is it LOS ?

For Allure, the model has to been observed by the enemy. Effectively Allure stops the enemy model's usual reaction on observation (open fire or calling 'Intruder alert'). Allure can only really be used in a Stealth mission, once the alarm is raised guards are under the full control of the defender.

Intimidation can be used at any time on one enemy model. Remember its a one use ability.

Quote
Q: Does Stealth Camouflage confer some sort of invisibility/invulnerability or can you reveal it to shoot at the model before it becomes hidden again? Not sure that makes any sense...

Think Predator. To shoot at a hidden target, you have to be able to observe it. I'd highly recommend using noise counters for Stealth Camouflage, as these counters increase the chances of the 'invisible' model being spotted.
Got a problem with Predators? Use suppression! Got a problem with the concept? You don't have to use all the toys in the box... I refer 'ground to map' play, so Stealth Camo should only be in Predator or Ghost in a Shell inspired games.

Quote
Q: If a mission says use up to 6 Blinds and I only have 3 groups of guys, can I put 3 blank Blinds down to confuse my opponent?

Yup!

Quote
Q: If I deploy forces as Blinds, can they cautious move around before revealing? And if so, what card do they activate on?

Blinds aren't supposed to move.

Quote
Q:Is changing a weapon a major or minor action?

Good question! I guess it depends on the weapon. Drop the assault rifle and draw a pistol would count as moving. Assemble a sniper rifle from a case or readying a heavy weapon, major action.

Quote
Q:What is the practical difference between silent and suppressed weapons?


Silent is subsonic!
Ok in game terms... silent creates no noise markers, although guards who have been hit can make an observation check to spot the shooter. Suppressed weapons creates noise markers (you can't silence the sonic boom) but grants no penalties for observation.

Quote
Q:Does a falling body generate noise- if so how much?

Is someone throwing enemies off buildings? As it's not an ongoing CQC, I'd say none but remember to mark where the body falls, as this too can be spotted by guards and cause the alarm to be raised. If the enemy model was alive when thrown off, I'd say two noise as they do a Wilhelm scream...

Quote
Q:Does point cost of Militia Ace should be 8 ½ (Veteran 6, Ace 2, Leader 1, +1DED - ½  )

Yes, there are some typos in the lists to my shame. I'll do a full eratta.

Quote
Q:Could be aerial deplyment be delayed? So the HALO troopers came in Turn2?

What would be the point? No enemy troops on the table, no game... Guards are only activated under certain conditions (see page 30). So by all means come in on turn 2 and give the defenders more chance to bring on reinforcements.

Quote
Q: how is it with squad upgrades? Will I pay 4 points for each of my agents or for 3-4 agents. How many points will cost same squad upgrade if I field only two or one Jack agents

Squad upgrades are for 'the squad'. You can pay half to equip an individual model I guess as with leaders, specialists and heavies...

Quote
Q: Specialist seems only as non-military staff as they have no armor upgrade possibility,  right?

Usually yes, that was my original intent. However as specialists can be radio operators and field medics, there is a good argument that there should be the option for body armour.

Quote
Q: There are no point-buy rules for kings – when soldier becames heavy, as some heavy weapons are available to soldiers to.

It all depends what weapon the heavy is armed with. Some weapons are section level (such as the LMG or Underslung GL) and some are squad level (such as the RPG and the GPMG). Some are both (such as the DMR). It's quite confusing but I wanted to stick to real life TOE's.

Think of it a different way - it depends on what card you want your weapon to activate on. Ideally a Heavy (king) is there to support the squad (Jacks) who form the manoeuvre part of the squad. So it's useful to have two different cards.

Quote
Q: Can I activate Blinds or do the miniatures represented by the blinds just exist in that space until revealed? How many figures can be represented by one blind?

The purpose of blinds is to represent areas where enemy might be hidden. If you choose to activate the models hidden by a blind, the blind is removed. Any number of models (from 0 upwards) can be represented by a blind.

Hope that helps.

Guy

Offline Warren Abox

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Re: Black Ops news?
« Reply #162 on: 12 November 2015, 06:16:00 PM »
My pre-order finally arrived yesterday, so I haven't had a chance to read the whole thing, but so far I'm really enjoying these rules.  The core "move, shoot, fight" rules and player roster are familiar enough to traditional games that any experienced wargamer won't need constant references to the book during play, and all of the stealth additions are intuitive enough that it shouldn't take more than one game to get really familiar with them.

I'll post a full review on my blog once I've had a chance to digest the whole thing.

Offline Dalcor

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Re: Black Ops news?
« Reply #163 on: 13 November 2015, 10:27:58 AM »
1. What would be the point? No enemy troops on the table, no game... Guards are only activated under certain conditions (see page 30). So by all means come in on turn 2 and give the defenders more chance to bring on reinforcements.


2. It all depends what weapon the heavy is armed with. Some weapons are section level (such as the LMG or Underslung GL) and some are squad level (such as the RPG and the GPMG). Some are both (such as the DMR). It's quite confusing but I wanted to stick to real life TOE's.
Think of it a different way - it depends on what card you want your weapon to activate on. Ideally a Heavy (king) is there to support the squad (Jacks) who form the manoeuvre part of the squad. So it's useful to have two different cards.

3. Squad upgrades are for 'the squad'. You can pay half to equip an individual model I guess as with leaders, specialists and heavies...

4.Blinds aren't supposed to move.

Guy
Thank you Guy for clarification, There are some new questios based upon it, I have left tehm in the "quote with points"

1. its not exactly only about the stealth mission. For example, I deploy one part of my assault team on one point of the edge, and then I am waiting for arrival of the helicopter as sort of reserve to be extracted whenever I want for a soft spot in enemy defence. Or you know LRRP squad found an enemy and is calling for support. Or reserves came with HELO/APC extraction. Realy for the points it does cost now, there is no benefit in it. So I can take it as "yes you can delay arrival".

2. Cool, so if I am going to point buy a model which takes a heavy weapon its up to me to decide if he is King or Jack - if the weapon is squad support weapon - like M249, Stoner, LAW, etc. May be it could be clarified in the rules (add SSW as type of weapon to weapon abilities, as this is SSW weapon and can be handled by Jack, instead of King, it will be clear if using the point buy and not faction rules.

3. what exactly is the "squad" in game terms? It is not specified. We came to conclusion it can be 3-4 mens. But what about agents? THey dont have a squad in description - so can they take the squad upgrade and for how many models... To be honest, this is realy confusing. As much as I think I understand how it works, thats not realy clear in the rules. So please consider it only as a friendly chat about it - I mean no disrespect .-) Just I know some guys I am going to play BlackOps with who will lay this question immediately.

By the way the squad in Czechoslovakia People Armies in 80ties has squad developed according to APC. For BVP 1/2 the squad was 4 rifleman, 2 LMG , 1 Commander - 2 of the riflemans carry LAW. For OT64 it was RPG Guy with crew, LMG guy with crew, 4 riflemans and comamnder. Just for those who want to have some flavour in the game for conscript army.

4. well thats surprise for me. We understand from the description that if the blinds models loose their cover (move into open) or are spotted, they are no more blind. But if they are moving for example in thick forest, they are not visible according to our understandingof the rule.

Offline Monty

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Re: Black Ops news?
« Reply #164 on: 13 November 2015, 12:16:16 PM »
Hi there,

until now I'm through the rulebook once and in addition had an excellent chat with Guy on Crisis. Many thanks for taking the time, mate!mFinally we'll have our first game next week and I'm preparing the roster. Therewith a question occured that I can't answer myself:
Which importance do 'fireteams' have?

To be excact:
I'm building a force of US Army professionals. It has the size of a sqaud which is to be divided into a leader, two or three fireteams and a 'heavy' team with an M79 granade launcher (we're playing Vietnam).
How does the number fireteams influence the game?

Until now I understood that with 'jacks' all common soldiers are activated at the same time and may perform different action. Even members of the same fireteam may perform different actions.
Additionally I didn't find any rules to kerp the fireteams together.

So did I miss anything or are fireteams simply means of historical accuracy?

Cheers
Stefan
Please visit my blog: Monty's Caravan


 

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