Operation Cerberus Rulebook

By Loophole Master, in Dust Tactics Rules Discussion

Loophole Master said:

I wonder how much of a hassle it will be to stick your hand inside a 3-storey building and move an entire 6-men unit from half-square to half-square, though. How do you even fit 6 figures on half a square?

Very, very carefully... But easier to do then having to disassemble the building to move the unit.

They have an article on the NCO Command Squads and while it's all just going at length over the rules we already know and a couple of strategy suggestions, it does a small bit of interest on the Stimulant Kit:

"Two Sustained Attacks, two Charges , a six space move followed by an attack for Jump infantry, or any of a number of other options..."

So this confirms that at least the Charge skill is in effect throughout all of the 4 actions the unit takes that round.

Loophole Master said:

They have an article on the NCO Command Squads and while it's all just going at length over the rules we already know and a couple of strategy suggestions, it does a small bit of interest on the Stimulant Kit:

"Two Sustained Attacks, two Charges , a six space move followed by an attack for Jump infantry, or any of a number of other options..."

So this confirms that at least the Charge skill is in effect throughout all of the 4 actions the unit takes that round.

I don't know that a fan written article should be taken as an official ruling. They certainly could have edited the article to make sure rules assumptions were correct, but they also might have missed a player assumption. I'd be happy to allow skills to function throughout the turn, but I'd still prefer confirmation from an official writer in the FAQ.

Delete double post

Loophole Master said:

- Heavy walkers are lumbering beasts, as they should be. They need to perform MOVE+MOVE in order to fully deploy onto the board, and moving around cluttered terrain will be a hassle. Attack LOS is thankfully quite simple.

What if the deployment zone is two full tiles, basically 18 squares, does a big walker still have it do a MOVE + MOVE to enter the board. Or one MOVE to enter on to four squares and second ACTION to ether ATTACK or MOVE? Can a large walker ever deploy an ATTACK?

Yeah, I suppose if the deployment zone is not just a line at the edge of the board, but a large area inside it (say, like SeeLowe 3), then you can fully deploy a heavy walker with just the first action, and use the second one to attack.

Heavy walkers are noy lumbering beasts either as they move the same speed as all the others and big deal if it can't maneuvre easily as if a model can shoot it, then it can shoot back. I'm really dissapointed that these things can't be flanked or snucked up upon, everything will die if it tries to attack them.

Major Mishap said:

Heavy walkers are noy lumbering beasts either as they move the same speed as all the others and big deal if it can't maneuvre easily as if a model can shoot it, then it can shoot back. I'm really dissapointed that these things can't be flanked or snucked up upon, everything will die if it tries to attack them.

If you find that so this might be an easy homebrewed fix:

  • Keep all rules as they are except for:
  • The player of the heavy walker (4 square walkers) would measure the heavy walkers line of sight and weapon reach from the center of the square/model.

DTheavywalkersrule.jpeg

What this achieves is:

  • It solves what you wanted, making them slower and less lethal because:
  • It reduces some of their effective weapon reach with -1 (even more when attacking diagonally), which has to be compensated by them making another MOVE action compared with current ruleset, which in turn really makes them clunkier.
  • It also gives yet another advantage to non-heavy walker units: Scenarios could maybe arise where the heavy walker can be shot at and reached by smaller enemies (since they are so huge it's easy to hit them on their 4 squares) but where it cant shoot back because it has no line of sight to it's smaller target. That comes close to "flanking" in some sense. I myself don't find that problematic as smaller targets usually tend to move faster and a heavy machine should indeed be in some kind of disadvantage.

In DT rules heavy walkers seem to be punished by:

  1. Costing more to deploy on board. This is however a very small punishment as I understand it.
  2. Easier to target, which is correct, but this is balanced out by the fact that they also have just as easy time firing back, so it's even there.
  3. They can't move through narrow spaces. Well, so what? Who would fit them in an army that would fight on a terrain-packed map? Only time this is a punishment is if you build the army first and then randomly select the map... and to my knowledge most don't play that way as it makes little sense.
  4. Army Point cost. This is more or less the only very punishing thing about them. Yet, maybe not, if what you write is really true. If you use the suggested fix though there might maybe be a need to adjust the heavy walkers army cost slightly downward, as it would be inflated.

Edit: A less complex way than the above to make them clunkier is to just forget all of the above and have the following rule: "Heavy Walkers have to reload/rest after a movement. It works same way as reloading of weapon does."

I wouldn't change weapon ranges to limit them on the heavies, as it would make little sense. The same weapon would have the same range from two different vehicles.

Heavy walkers face a single major obstacle to balance their capabilities; they cost over over twice as much as the medium walkers, but have no more attacks than a single medium walker from the same force. Yes, their attacks are individually stronger, though not hugely so, but they still only get one main weapon shot per turn, and a variable number of machine guns against infantry.

I would tend to create battlefields with both open spaces where heavies could wander, but also areas where they would be unable to go. While it would not be a major issue, it would make a difference, and require their commander to use them wisely as they maneuvered.

As for things dying if they face them, that depends on the players and the dice. A Konigsluther is not guaranteed a kill against medium walkers with a single shot. Yes, it comes close, but an average of three damage points will not destroy a medium walker with a single attack.

For a defending example; two Steel Rains firing rockets after moving would cost 76 points to the Konigsluther's 95, and average 8 of the heavies 10 damage points. They could also do that firing indirectly. If either one could fire a Sustained Attack, it would average just under 7 damage points, which would mean a pair would destroy the heavy normally if one fired Sustained and the other indirect or after moving. If both were able to get in range for their Petard Mortar they would have a 55% chance of a kill with both firing on the move without using their rockets. Either one would have a 55% chance of a kill with a Sustained Attack, with greater odds of a kill firing together with a mix of Sustained Attackand normal (70%) or two Sustained Attacks (80%).

If the Konigsluther moved into position to fire on one Steel Rain, it would not destroy it on average, while the Steel Rain could fire a Sustained Attack, and its partner could finish the heavy off in a single turn with average rolls.

The Axis has capabilities to take out the Allied heavies just as effectively.

If the heavies were not a threat, they wouldn't be worth their significant points cost. They have to casue at least as much damage as they cost before they are eliminated, or they would not be worth taking. Use them smart, and they can, but use them poorly, and you traded lots of points on an advantage for your opponent.

Major Mishap said:

Heavy walkers are noy lumbering beasts either as they move the same speed as all the others and big deal if it can't maneuvre easily as if a model can shoot it, then it can shoot back. I'm really dissapointed that these things can't be flanked or snucked up upon, everything will die if it tries to attack them.

I disagree, if you look at scenario 6 you will see that the Heavies are restricted to a few paths to get through. I would hate to have my Punisher caught next to Zombies in a building. I would be attacking with 13 dice against hard cover and damage Resilient. But they would be attacking with 10 dice and if they have Grenadier X that is another 4 dice. Meanwhile, while The Punisher is firing everything at the Zombies, other units can move in. Maybe have Markus and his guys run up with charge and attack with 10 dice. I have played with heavies and they are not invincible in the least. Sure put them on at 24 tile map with no terrain, they will excell, no one could get near them, but that isnt the sceanrios I play.

Against Konigsluther, if you had Steel Rain, Hammers and Ozz 117, Steel Rain can attack with 12 dice. Hammers and Ozz attacking with 8 dice with a possibility of 11 points of damage, not to mention Heroic attack, some cover from a building. Konigsluther can fight back with 9 dice against Steel Rain and 3 dice against Hammers and Ozz. Konigsluther is moving around terrain with 2 moves a turn, steel rain just needs to get LOS to attack. Meanwhile Hammers and OZZ are using 4 moves a turn to get into place.

I think the lumbering beast comes into play, with again scenario number 6, it takes 9 turns for a heavy to move across the board, whereas a medium walker takes only 6 turns. Again if you are just moving across a empty playing field it is the same, but once you have to move those heavies around buildings and terrain, it takes longer.

Dcal12 said:

I would hate to have my Punisher caught next to Zombies in a building. I would be attacking with 13 dice against hard cover and damage Resilient.

Zombies don't get Hard Cover. gui%C3%B1o.gif

Loophole Master said:

Dcal12 said:

I would hate to have my Punisher caught next to Zombies in a building. I would be attacking with 13 dice against hard cover and damage Resilient.

Zombies don't get Hard Cover. gui%C3%B1o.gif

Well they get hard cover, they don't get soft cover, but you need to roll hits for the hard cover. ; P

Dcal12 said:

Loophole Master said:

Dcal12 said:

I would hate to have my Punisher caught next to Zombies in a building. I would be attacking with 13 dice against hard cover and damage Resilient.

Zombies don't get Hard Cover. gui%C3%B1o.gif

Well they get hard cover, they don't get soft cover, but you need to roll hits for the hard cover. ; P

arrrggghhh and then my tongue sticking out emoticons doesnt work!!!!!!