Questions about Block War Rules

LimeyDragon

Banded Mongoose
Questions about the new Block War..

1) Brit-Cit Judges have a truncehon, but no stats are in the book.

2) Is it possible to replace the word Truncheaon with "choose on of the Brit-Cit Close Combat weapons. aka claymore or broadsword". Or perhaps have a cost to upgrade from a truncheon to a claymore or broadsword.?

3) The Brit-Cit justice department weapon rules state's "As with Mega-City One, equipment listed here does not come with a Credits value, as it can only be obtained by purchasing models already equipped with it." but yet none of the judges have weapons as part of there gear or as an option.
 
Ok, the local group that I run had to make afew changes to how "Will to Fight" works. We are ignoring model count and going with total HITS.

Total hits meaning you add up all the hits from all the models in you gang that you are fielding. What this does is allow smaller units to last long that have higher Hits but lower model count..

We also had issues with people starting a fight and not wanting to finish it. We could not find rules for volunteering to leave the game. So we adjusted the "Will to Fight" rule and creted a secondary rule called "Time to Leave" this allowed for an opponenet to try and test to leave the game early before to many of his gang are dead.

Below is a chart we use to determine when you can test for "Time to Leave" and "Will to Fight".

100% = may not test for T2L or W2F
75% = may test for T2L
50% = may test for T2L
25% = must test for W2F
0% = you have lost, get over it.

"will to fight" tests use total hits of the gang.
"Time to Leave" test to volunteer to leave before reaching the 25% needed to forece a "Will to Fight"

"Time to Leave" for every 2 hits that has been suffered you can subtract one from the die roll.


Comments would be welcomed...
 
I believe a truncheon is just a day stick. I imagine as they flesh out the Block Wars book more, more items will appear.

While I agree some sort of running away mechanic would be good, yours as explained is vague and confusing.

Also, model count is preferable because of ease to count for you and your opponent.
 
Surtur said:
I believe a truncheon is just a day stick. I imagine as they flesh out the Block Wars book more, more items will appear..

Duh, that makes sense it being just a day stick..

Surtur said:
While I agree some sort of running away mechanic would be good, yours as explained is vague and confusing.
.

It is difficult to put the word down in print. It pretty much boils down to Hits beign used in place of model count. The chart is just to show at what point you can try and test to run away before losign to many hits.

Surtur said:
Also, model count is preferable because of ease to count for you and your opponent.

I agree, but in the place of the lone vigilante, or is someone opts to not take nay merc's then they will never get to the point of 25% to cause a "Will to Fight" test..
 
LimeyDragon said:
I agree, but in the place of the lone vigilante, or is someone opts to not take nay merc's then they will never get to the point of 25% to cause a "Will to Fight" test..

That is intentional :)
 
msprange said:
LimeyDragon said:
I agree, but in the place of the lone vigilante, or is someone opts to not take nay merc's then they will never get to the point of 25% to cause a "Will to Fight" test..

That is intentional :)


Awesome, thanks for the response.
 
Umm... Since this is a public discussion of the play test, I was wondering if there is a link available to download the rules or is it actually meant to be a closed play test discussed in private?
 
On the main mongoose page dude, head to the judge dredd page and theres a download there

http://www.mongoosepublishing.com/miniatures/judge-dredd/rulebook.html
 
Butcher's Boy said:
On the main mongoose page dude, head to the judge dredd page and theres a download there

http://www.mongoosepublishing.com/miniatures/judge-dredd/rulebook.html
Thank you very much... I typically don't go back to the web store unless I'm specifically looking for something. I guess I missed the announcement that the rules were available.
 
LimeyDragon said:
Surtur said:
While I agree some sort of running away mechanic would be good, yours as explained is vague and confusing.
.

It is difficult to put the word down in print. It pretty much boils down to Hits beign used in place of model count. The chart is just to show at what point you can try and test to run away before losign to many hits.

I'm just saying if you're testing to leave, are you still trying to fail your will test to flee still or are you trying to pass it? I don't think that testing and then having people disappear from the board is a great mechanic as someone could be totally boned, but then magically disappear to safety. Perhaps something along the lines of this:

When you decide to declare a retreat, declare this at the start of your turn. All of your models may only make move actions or flee actions if locked in close combat. Any model that is still within the movement characteristic range of any opposing model at the end of your turn counts as a casualty. The rest escape safely.

This I believe would help prevent rampant abuse of running away which I've seen a lot in games like Mordhiem.
 
Surtur said:
LimeyDragon said:
Surtur said:
While I agree some sort of running away mechanic would be good, yours as explained is vague and confusing.
.

It is difficult to put the word down in print. It pretty much boils down to Hits beign used in place of model count. The chart is just to show at what point you can try and test to run away before losign to many hits.

I'm just saying if you're testing to leave, are you still trying to fail your will test to flee still or are you trying to pass it? I don't think that testing and then having people disappear from the board is a great mechanic as someone could be totally boned, but then magically disappear to safety. Perhaps something along the lines of this:

When you decide to declare a retreat, declare this at the start of your turn. All of your models may only make move actions or flee actions if locked in close combat. Any model that is still within the movement characteristic range of any opposing model at the end of your turn counts as a casualty. The rest escape safely.

This I believe would help prevent rampant abuse of running away which I've seen a lot in games like Mordhiem.


This is genius. I second this for addition to the rules.
Maybe also make it so you have to be outnumbered points wise or some such.
 
Surtur said:
Perhaps something along the lines of this:

When you decide to declare a retreat, declare this at the start of your turn. All of your models may only make move actions or flee actions if locked in close combat. Any model that is still within the movement characteristic range of any opposing model at the end of your turn counts as a casualty. The rest escape safely.

This is a good idea.. I'll have to have the group try it out. But it is wat simpler than what we have..

Thanks..
 
Can I check some of the mob rules (which generally seem simple and effective):

1) The new rules clearly say that “one Minion removed from the Mob every time a number of Hits is scored each to the Hits of the Minions”. So if a Judge fires a standard round into a mob of juves and scores so causes 2 hits, do we remove two minions?

2) If there was a mob of Fatties (6 hits each)and they came alone against Dredd, the most Dredd could shoot in one action was a standard round which at most could cause 4 hits (2 shooting dice each causing 2 hits) – so Dredd could never out-shoot even the smallest Fattie mob.

3) The rules say that a mob can only be minions, however I wonder if we could have a ‘let’ for Judges as it seems a squad of Judges fighting as a mob would be rather useful against issues like ‘2’ above otherwise you’d need to have lawmasters or Manta’s to stand a chance (although once we see Pat Wagons on the streets it will help).

Thanks
 
DyN said:
Can I check some of the mob rules (which generally seem simple and effective):

1) The new rules clearly say that “one Minion removed from the Mob every time a number of Hits is scored each to the Hits of the Minions”. So if a Judge fires a standard round into a mob of juves and scores so causes 2 hits, do we remove two minions?

2) If there was a mob of Fatties (6 hits each)and they came alone against Dredd, the most Dredd could shoot in one action was a standard round which at most could cause 4 hits (2 shooting dice each causing 2 hits) – so Dredd could never out-shoot even the smallest Fattie mob.

3) The rules say that a mob can only be minions, however I wonder if we could have a ‘let’ for Judges as it seems a squad of Judges fighting as a mob would be rather useful against issues like ‘2’ above otherwise you’d need to have lawmasters or Manta’s to stand a chance (although once we see Pat Wagons on the streets it will help).

Thanks

It's actually supposed to be a 3D weapon, I asked in another thread about the inconsistency.

You can have mobs of cadets or rookies if you'd like. I think having a mob of +4 armor and 2 hits would be a touch too much.
 
Surtur said:
It's actually supposed to be a 3D weapon, I asked in another thread about the inconsistency.

I had sen that thread, but forgot it and just looked at the latest manual! 3D would make the weapon good enough in the Fattie scenario, but interestingly it poses the reverse problem against the juves. If all 3D score then the juve mob could loose 6 hits, and hence 6 juves with one bullet! Maybe it is worth having a limit to the number of casualties in a single action, maybe limit it to the number of shooting dice that score as a maximum? 3 juves with one shoot is still pretty impressive...
 
I didn't realise it wasn't!

I agree, it should not be possible for a shooting attack to kill more models in a mob than the weapon has attack dice, unless the weapon also has the Explosive or Spray traits.
 
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