Can anyone with the Rulebook share some details?

anton970 said:
4, hell yea as long as your 6 inches above the target and within 15 inches you get +2 to all damage dice against armour, that have reduced save to the side and rear

Thank you for this, it makes a project I'm working on truly scary. :twisted:
 
What is the quality of the book like?

I am gussing this is one of the new books from Mongoose's new printing facility.

Is it hard back and can you tell the difference from any of their books printed overseas?
 
Either you missed the rule somewhere or MP dropped the ball in a large way forgeting to cover fortifications and buildings as being no different than ruins when it comes to defensive bonuses and such. :shock:
 
if a unit inside a building is fired at, a portion of the attack dice (including at least one that rolls a D10 if there's any fireing) HAVE to be allocated to the building. Other than that, the main advantage is +2 to target and kill.

As for the MEA list, it's important to note that Squad units in a militia list get a 25% discount to begin with, and then there's an untrained option that can give them a further 25% discount, but with a loss of accuracy on D10 based weapons and there's a chance of them running when supressed.
 
more questions

ive sorta seen the playtest version so this is sorta based on that.

1 is their a campain system
2 is there a trillion missions
3 is there a thing were your chosen unit develops over the course of the campain with skills/refits.
4 is the artwork good ?

many thanks
 
Mr Evil said:
more questions

ive sorta seen the playtest version so this is sorta based on that.

1 is their a campain system
2 is there a trillion missions
3 is there a thing were your chosen unit develops over the course of the campain with skills/refits.
4 is the artwork good ?

many thanks

1) Yes, there's a campaign system and four example maps for one, two three and four players. Not really read this part yet though.

2) Well, trillion, no. :lol: Ten in addition to the base 'Engagement'. We played the 'Ambush' scenario last night with MEA Ambushing USMC. I'm hoping to get photos onto Evo Command later.

3) Not as such, no. You have various upgrades built into each army list; such as smoke, artillery support, command vehicles. But that's it.

4) The artwork is good as is the quality of the cover but the binding on mine is a little ropey. The cover is almost not quite large enough for the pages. Not a big issue, but not the normal quality for Mongoose Hardbacks.
 
Lorcan Nagle said:
if a unit inside a building is fired at, a portion of the attack dice (including at least one that rolls a D10 if there's any fireing) HAVE to be allocated to the building. Other than that, the main advantage is +2 to target and kill.

As for the MEA list, it's important to note that Squad units in a militia list get a 25% discount to begin with, and then there's an untrained option that can give them a further 25% discount, but with a loss of accuracy on D10 based weapons and there's a chance of them running when supressed.

the way that I read the mea militia list is that all the basic squads are choosen with a 25% discount which is the untrained discount, you don't get a further 25% on top of that,
 
Superjaded said:
What are the force org charts for a regular army, and for armored company? Do these differ between armies?

I'll us the mighty USMC as an example.....

infantry is.

sqd >2 max 4
support one per sqd
command one
armour one for every two sqd
transport as many to carry size one models
air one per full 1000 points

armoured is.

Sqd one for every two armour
support one per every armout choosen
command one
armour >2 max 4
transport as many to carry size one models
air one per full 1000 points

taking the armoured force does have one advatatage for the USMC you get a command sqd!! upgrade a tank for 50 points and it becomes command! beats having to wait till bloody wave 9 or when ever they choose to enlighten us with marine command.... :evil:
 
Headcase said:
Mr Evil said:
3 is there a thing were your chosen unit develops over the course of the campain with skills/refits.


3) Not as such, no. You have various upgrades built into each army list; such as smoke, artillery support, command vehicles. But that's it.

There's upgrades for favoured units in the campaign section - you get a certain number of favoured units depending on the campaign's threat level (determined by all players before they start), and any game they take less than 50% casualties in gives them a roll on an upgrade table.

anton970 said:
Lorcan Nagle said:
if a unit inside a building is fired at, a portion of the attack dice (including at least one that rolls a D10 if there's any fireing) HAVE to be allocated to the building. Other than that, the main advantage is +2 to target and kill.

As for the MEA list, it's important to note that Squad units in a militia list get a 25% discount to begin with, and then there's an untrained option that can give them a further 25% discount, but with a loss of accuracy on D10 based weapons and there's a chance of them running when supressed.

the way that I read the mea militia list is that all the basic squads are choosen with a 25% discount which is the untrained discount, you don't get a further 25% on top of that,

I only have a playtest copy of the rules, but in that it just says "all squads taken with qa 25% discount". Says nothing about the untrained option.

anton970 said:
Superjaded said:
What are the force org charts for a regular army, and for armored company? Do these differ between armies?

I'll us the mighty USMC as an example.....

infantry is.

sqd >2 max 4
support one per sqd
command one
armour one for every two sqd
transport as many to carry size one models
air one per full 1000 points

armoured is.

Sqd one for every two armour
support one per every armout choosen
command one
armour >2 max 4
transport as many to carry size one models
air one per full 1000 points

taking the armoured force does have one advatatage for the USMC you get a command sqd!! upgrade a tank for 50 points and it becomes command! beats having to wait till bloody wave 9 or when ever they choose to enlighten us with marine command.... :evil:

Does it definately say you can take transports to carry all size 1 models? tjhe playtest list I have says 1 per squad choice.
 
Lorcan Nagle said:
Does it definately say you can take transports to carry all size 1 models? tjhe playtest list I have says 1 per squad choice.

yea, which now makes shadows rock hard!
 
DAMN DAMN DAMN I want a copy now.... reading these titbits is just damn frustrating :evil:

Mind you hopefully the quality of the book will improve for the main release, if they only had half a dozen copies at the show then its probable that they where pre-production issues.
 
anton970 said:
Lorcan Nagle said:
Does it definately say you can take transports to carry all size 1 models? tjhe playtest list I have says 1 per squad choice.

yea, which now makes shadows rock hard!

Actually, thinking this through - 1 Transport choice per unit of Size 1 models means in a USMC list with (say) 3 base squads, a command section and a force recon team could take 10 shadows! and that's roughly 1,000 points!
 
emperorpenguin said:
anton970 said:
cordas said:
Does anything grant a save that didn't have it before? (Such as the rumour that certain buildings would grant a +1 or 2 to infantry, giving units with no armour a 6 or 5+) giving the feds a use for that 7+ kill score........

not that I can find, you get +2 target & kill in cover so I'm assuming that would apply to the unit within the building

if that is the case it makes you wonder why they bothered giving the PLA and MEA a kill score......

For sake of completeness, because people would wonder why there's no kill value for them and maybe in case there's in future weapon that will give unarmoured units armour save...

No harm done by adding it there but good way to avoid needs for FAQ's in case something like such weapons gets introduced.
 
anton970 said:
ding dong!

bye bye chally! :D

Hello Warrior..... 2D10 (-2 armour) and 3xD6 (-1 armour), can be shoot 3 times a turn (with help from a command squad).... Good bye Shadows.... The only problem is we can't feild 10 of em..... but they should be able to kill 1 shadow per shoot action with a little luck.
 
Want to get worse? 3 technicals per MEA squad, including Fedayeen! if you build your squads carfeully, you can turn them into nice anti-tank units that can react to fire!

take your basic MEA infantry squad, add 2 RPGs, pile into technical. You can fire the three RPGs at D10-1 once per round - not too good against tanks, but lethal against soft skin vehicles like the Shadow and FAV, and either move or fire 3xD6-1 from AK-109s in reaction!

For higher points, use a Fedayeen squad with 2 extra RPGs to get D10+1 shots, and that gives you the use of a Drauganov in reaction fire too!
 
sweet

so the usmc take

4 tanks with 2 units of infantry maxed out and as many shadows as it needs to trasport them !!!

ouchy and a command as wel !!!

thats 4 tanks = 1680
2 units maxed out = 690
8 shadows to carry them = 560
command option for tank = 50

thats 2980 !!! sweet !!! and 46 modles.

always add recon and assign them a shadow as well in the future !
 
Wait until you see the exact wording - it could be 1 transport unit per unit of size 1 models, meaning you'd still be limited to 2 shadows per unit. that said, a command squad and a force recon team will give you 2 shadows each, despite being only 3 or 6 models
 
Lorcan Nagle said:
Wait until you see the exact wording - it could be 1 transport unit per unit of size 1 models, meaning you'd still be limited to 2 shadows per unit. that said, a command squad and a force recon team will give you 2 shadows each, despite being only 3 or 6 models

possably but then a full strenght usmc squad of 4 fire teams would never be able to transport it self in that case ?
 
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