Joined: 02-Jan-2004 00:00 Posts: 671 Location: United Kingdom
Posted: 22-Jan-2010 11:54 Post subject: The best level 3/Advanced game rules?
Hello,
My friend and I have been playing for some time now and we enjoy trying out new game modes and making our large scale battles more interesting. Currently we annually play several small fights (8 vs 8) and one large scale (19 vs 19) in the case of this years game.
There are plenty of level 3 rules out there and I wanted some of your opinions on which ones work the best in practice. Which ones you enjoy, and which you would like to try, and why.
At the minute we play with our own rules for reinforcements and artillery. And a few select level 3 rules:
Floating Criticals- makes it more exciting when you roll a double 1
Glancing blows- More realistically portrays the role of armor.
Wanallo
edited to fix typo's! _________________ Constant exposure to dangers will breed contempt for them-Seneca
Joined: 04-Feb-2002 00:00 Posts: 5791 Location: United States
Posted: 23-Jan-2010 03:25 Post subject: The best level 3/Advanced game rules?
I play Megamek with many of the options on. I'll post a list of my favs later. btw, i'd try out megamek for options you may like. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
Joined: 08-Mar-2010 14:01 Posts: 98 Location: United States
Posted: 08-Mar-2010 14:13 Post subject: The best level 3/Advanced game rules?
I like to play with LAMs. I designed a LAM that could achieve I think about a +35 defensive to-hit modifier. BV was about 2000.
+1 dual cockpit
+7 jumpglided +25 hexes
+2 moved additional 2 hexes in accordance with Field Manual special ability
+10 at extreme range with Null Signature System and Chameleon Light Polarization Shield
+7 Excellent Evading (my version of skilled evading with advanced ability of evading)
+2 prone and partial cover by having LAM crouch lay against hillside
+2 intervening heavy woods
+3 camoflauge painting for woods
+1 Phantom Combat ability from MechForce Quarterly
+1 dawn modifier
equals +36 to-hit modifier
My opponent tried this on that LAM:
+0 Gunnery
-2 anti-aircraft targeting system from Maximum Tech
-2 anti-aircraft specialization from Tactical Operations
-3 three turns careful aim from Tactical Operations
-2 bracing from Tactical Operations
-3 cluster flak
-1 proximity fused
-2 weapon specialist from Maximum Tech
-5 pulsing the AC ammo shots from custom rotary AC when firing 6 shots
-1 long range targeting from Maximum Tech
-1 sharp shooter from Tactical Operations
for a total of -22 to-hit modifier equals +14 final to-hit number
I had to keep moving my LAM out of LOS to lower its heat safely. I like to play with other advanced rules too like floating critical hits, unit gunners negating attacker movement modifiers, careful aim, and others. I didn't like fatigue rules in TO; that makes vehicular units nearly worthless in several turn battles.
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"Yesterday I dared to struggle. Today I dare to win." - Bernadette Devlin