Week Two Update

By ffgMark, in Game Mechanics

Hello all,

The developers have posted their weekly update ! Please use this thread if you wish to discuss its contents.

Thank you for your continued support.

Yay, my vocal poking for the experience system to change worked! gran_risa.gif

Hooah!

It's nice to know the devs pay attention to their players and work so hard to much such great games.

no further ogryn changes? bummer, too bad…

Looking at the characteristic advance table I believe that the expert advance for 0 matching characteristics should have been changed. In my copy of the errata it is still at the 2,500 point value as the original beta while the trained version has decreased dramatically, as has the expert level with one matching attribute

skinny dragon said:

Looking at the characteristic advance table I believe that the expert advance for 0 matching characteristics should have been changed. In my copy of the errata it is still at the 2,500 point value as the original beta while the trained version has decreased dramatically, as has the expert level with one matching attribute

Which is exactly as it is in Black Crusade - they've basically just changed the Only War characteristic advances costs to match BC, and it worked fine in that game.

Lovely stuff. Hoping for more work on Orgryn, and something for Lasgun settings.

And despite being told that it won't happen, I'm quietly hoping for a Tauros statblock to appear.

Plushy said:


Lasgun settings.
Tauros statblock .

Yes, please.

Musclewizard said:

Plushy said:


Lasgun settings.
Tauros statblock .

Yes, please.



Santiago said:

Musclewizard said:

Plushy said:


Lasgun settings.
Tauros statblock .

Yes, please.



Would like to see that…so please!!!

Quoted for support.

More lasguns etting, less turos for me; a buggey's a buggey after all, known to be used by a SINGLE type of Regiment (from a single world), compared to everyone using a lasgun.

Variable setting lasguns would certainly be nice.

As far as vehicles… I'd rather see a salamander over a tauros. But I think they already have the core vehicles accounted for.

Given that week 2 testing is supposed to cover early play, I definately have to make another plug for the issues I've with Blood Loss, how common it is, and how difficult it is to treat. While I respect that it should be a very high tension moment, I think there simply are not enough ways to properly treat it (currently it appears classed as a -10 medicae check). The only gear that helps the problem is a medicae mechadendrite, which not every group is going to have.

The only gear that helps the problem is a medicae mechadendrite, which not every group is going to have.

Also and more to the point, the Squad medic won't have it and if there's a medic, the techpriest probably won't take it. Meaning that you'd actually be better off if you don't have a medic in your squad. sorpresa.gif

The lack of a Pen rating on lasguns turns the average fight into a multi-turn slog, even against relatively weak Guardsmen. If your party is small, and lacks a Heavy Gunner or a Weapon Specialist, you're kind of stuck hitting and dealing zero to three damage for a while. Variable settings or some other kind of change would be nice.

My group and I started "Against the Savages" yesterday. We didn't get far, only the landing and first firefight (still in it, it ws getting late).

They made a hunter-killer regiment, 1 sgt, 1 weapon spec 1 heavy.

Overall, they seemed to had a blast, they only killed a pair of Grots (as of yet, dice Gods were not on them for shooting actions) ignore the engine fire (which exploded on round #3) Unfortunate that the Dice gods arrived to save everyone from the fire (even the Orks/Grots got saved) making it the most anti-climatic dramitic explosion ever in any game (stupid dices). At least I got back at the other troopers in the transport burning and such.

One thing I noticed was the furrows being at 50meters, the Pcs spend 2-3 rounds of combat merely running, making it a bit meh (I was on mIRC, not face-to-face)

Another thing; The awareness test and tech-use tests were replaced by perception (at -10) and intelligence tests; as Awareness is not a skill any class starts with (despite being almost mandatory for guardsmen) and every player would have rolled under zero to understand the pilot telling about the landing zone and no one had tech-use- granted it would make it more grimdark, but they are the heroes; might as well give them soem chances.

I recommend the test be replaced by attributes rolls rather than awareness/tech-use, because if they lack an operator or tech-priest or ratling, or bought the skills at chargen, they will never pass those rolls (as it'll be at -30 and -20 repectively, so under 10% to get it, if any)

I could not edit my previous post, but I got a wiki for the Only War game, including the session of the first part of Against the Savage (we started late, so didn't ahd time to get very far)

http://dark-heresy.wikispaces.com/Onlywar

Braddoc said:


More lasguns etting, less turos for me; a buggey's a buggey after all, known to be used by a SINGLE type of Regiment (from a single world), compared to everyone using a lasgun.

Not only that there are more workman (read well used) vehicles not covered… Salamander, Arvus Lighter, Aquila Lander, Rhino (it isn';t just used by the Space Marines people!)

Also as a point of correction the Tauros is not used by just one Regiment but rather one entire Army structure. There are HUNDREDS of Elysian Drop troop Regiments… NOT JUST ONE!

Don't get me wrong I love the Elysian Drop Troops, they are my favorite non Mechanized Army in the game. That being said, they are a specialized force not a main line force. If you try to hold a world with just them against any enemy of the Imperium of Man you will likely lose the world quickly.

Lets not forget though since this is a discussion about WHAT the changes that have already been done look like (For balance not just for your personal opinion of what an Ogryn should look like,) Week 1 we had the favored weapon Special Equipment doctrine given to us but there was no price associated with it in the PDF. Week 2 we now have a choice between Lasgun and Solid Shot weapons training based upon our specialization type. I would suggest a major change here.

Most militaries of the real world train there people not just how to fire their assigned weapon but the basic operation of those they might come across in the field. EG the US Army teaches it's men and women the basics of the Kalashnikov series of Russian rifles. I suggest any Specialization should have basic weapon trainings eliminated. Instead they should be part of the HOME WORLD that the regiment is based upon. High Tech worlds would get both trainings, Normal tech worlds would get 1 of the basic types of training (Solid shot or Las) and low tech worlds would get neither instead getting the Low tech weapons training. HOWEVER the Low Tech worlds would grant you an XP bonus to purchase ONE of the weapon trainings should you choose to do so (giving a reason to choose a low tech world type.)

Yes this is a pretty major overhaul of the current regimental creation choices but it provides reasons to choose all type of worlds rather than just a select few.

Please remember your regiment’s training and structure is completely dependant on your home world.

That being said so is your regiment TYPE.

Food for thought.

Pappystein

Perhaps allow the spending of a fate point to staunch bleeding

Here is another thing my players commented on; The way information is given to the players before being explained what's what.

Example: Talk about Comrades' special orders you can buy, before mentionning what comrades are; comrades orders and such are in the combat chapter rather than in the character generation chapter (so a player only have a couple of chapter to check ot make regiment/character+comrade), the XP tables for how much skills/talent/attributes are not in a single place: the talents table is in the Talents chapter rather than being in chargen chapter, skills XP cost table is not in the skills chapter but in chatper 3.

Long story short; the layout of the information is a little spreaded out everywehere, making it for alot of page flipping (or clicking in case of PDFs), meaning a new player or someone not used to the setting or system will be easely confused/lost with the current layout of important player information.