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Warzone => Game Questions => Topic started by: Dragon62 on July 22, 2006, 09:56:37 AM

Title: Corp Loadouts
Post by: Dragon62 on July 22, 2006, 09:56:37 AM
I was told at DexCon that any group could use these be it DL, Corp., Brotherhood, and Tribes of earth but I also noticed this question was asked before under gereral decussion and it was stated that DL, TOE, and BH could not use these. So can we get the offical answer and have it FAQ's.
Title: Re: Corp Loadouts
Post by: Stalker on July 30, 2006, 10:23:25 AM
I don't know, and don't want to know who told you that anyone could use the "corp loadouts" but unless it came from Thom, I need to disagree.  This does need to be in the FAQ but do to the lack of structure around here, I don't see that happening. 

The FAQ team did discuss this some time ago and determined that "corp loudouts" are only available to corporations.  Other armies have there own perks beit Art, Dark Semetry, Necrobiotic Enhancements, tatoos, etc.  Yes, that means that some can double up like Cybertronic for example.  But that is just there bonus then
Title: Re: Corp Loadouts
Post by: dmcgee1 on October 05, 2006, 10:03:11 PM
I tend to agree with Stalker.
Title: Re: Corp Loadouts
Post by: chribu on October 09, 2006, 07:00:57 AM
Can I give Corp Loadouts such as Night Vision to the GT Offroad Gunner?
Title: Re: Corp Loadouts
Post by: PFC joe on October 09, 2006, 08:49:08 AM
no.

The GT Offroad Gunner is a Support Trooper not a Grunt Trooper.

And as far as I recall, Stalker is right.

-PFC joe
Title: Re: Corp Loadouts
Post by: chribu on October 09, 2006, 09:04:07 AM
Thanks!
(it'd have to be Elite Trooper though, i think)
Title: Re: Corp Loadouts
Post by: Archer on October 09, 2006, 10:22:05 AM
Thanks!
(it'd have to be Elite Trooper though, i think)

Correct- which is what makes some units really deadly. (ie: Vulkan, Victor, Rangers)
Title: Re: Corp Loadouts
Post by: chribu on October 09, 2006, 11:05:40 AM
yes, uhm, my friends just made a house-rule for the future...
vulkans and viktors will be vehicles, thus support... this way i can't put gt and vulkans in the same 500pt army. I'm convinced this will make vulkans even stronger though. (abeit no night vision)
Title: Re: Corp Loadouts
Post by: Archer on October 09, 2006, 11:32:23 AM
yes, uhm, my friends just made a house-rule for the future...
vulkans and viktors will be vehicles, thus support... this way i can't put gt and vulkans in the same 500pt army. I'm convinced this will make vulkans even stronger though. (abeit no night vision)

  Naah...  It actually prevents the Vulkan Army of Lead-throwing.

  Even McGee thinks they are too cheap/ too abusible now....
Title: Re: Corp Loadouts
Post by: PFC joe on October 09, 2006, 08:00:27 PM
-cough-  we just downgraded the Vulkans to regular HMG's instead of MHMG's.  solves a lot of balancing issues.

-PFC joe
Title: Re: Corp Loadouts
Post by: dmcgee1 on October 10, 2006, 04:45:49 PM
I still say that the main reason that so many people have  a big problem with Vulkans is that they do not play the game in the spirit that it was intended - lots of terrain, and environmental rules.  If Vulkans do not have to worry about jamming their weapons and have clear lines of fire, then, of course, they are going to lay waste to whatever they encounter.  I have played several armies that made use of terrain and have won against my Vulkans.  I have played on boards (Level 3 or 4 Desert) where the amount of dice that the Vulkans roll forced me to jame so frequently as to make the Vulkans virtually ineffectual.

That said, I still think that are about 3 - 5 PC undercosted, but, I have not seen the rubric.

I still play Vulkans (though I do not play more than one squad per 750 PC), and I play Viktors, as well.  I win roughly half the time I play, and I am happy with that, because I play for the fun of the competition.  Set up boards like the game says you should - heavy terrain, and use environmental rules - seriously.
Title: Re: Corp Loadouts
Post by: chribu on October 11, 2006, 02:42:35 PM
by the way, what are the jamming rules? i couldn't find them on the manual... how do you unjam a weapon?
Title: Re: Corp Loadouts
Post by: dmcgee1 on October 12, 2006, 11:28:24 AM
The way that we have played (in-house and in tourneys) is that the model must spend an AC to unjam (we use markers to represent a jam).  This carries over into the next turn; i.e.: if a model jams on its final AC of the activation, if it wishes to fire the weapon next activation, it must spand an AC in the next activation to do so.  Vehicles are included.  If a vehicle has a gunner, the gunner must spend the AC.  If it is single-crewed, the pilot must spend the AC.  I forget if the pilot loses its MV AC for that AC.
Title: Re: Corp Loadouts
Post by: dmcgee1 on October 12, 2006, 11:30:09 AM
-cough-  we just downgraded the Vulkans to regular HMG's instead of MHMG's.  solves a lot of balancing issues.

-PFC joe

Dude - get something for that cough, seriously. ;)

Anyway, that does is cut their range and cut their number of shots at MR and SR (too much of a "balancing", IMHO).  But, that makes them more[/b] effective in PB range by adding a shot!

I will start a new thread on this.  I know that it has been discussed, before, but, apparently, there are still some issues that need hashing out.