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Digest Number 586

  • Thread starter Thread starter armybuilder at yahoogroup
  • Start date Start date
A

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There are 3 messages in this issue.

Topics in this digest:

1. Re: Terminators w/ Lightning Claws # of Attacks?
From: Andy Young <andy_m_young@yahoo.com>
2. Re: Terminators w/ Lightning Claws # of Attacks?
From: "peppy10005" <peppy10005@hotmail.com>
3. Re: Setting up Composition Rules
From: "dalinius" <dalinius@yahoo.com>


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Message: 1
Date: Sun, 9 Dec 2001 13:03:37 -0800 (PST)
From: Andy Young <andy_m_young@yahoo.com>
Subject: Re: Terminators w/ Lightning Claws # of Attacks?


--- Shawn 'Not Colen' Campbell <shawn@electricstitch.com> wrote:
[snip]
> The * is the best way to show it, although I understand that if you give the
> whole unit LC's it doesn't make sense... but their's no other choice I can
> think of, other than addind a 'sub-unit' of terminators with alternate
> weapons... but that would be obnoxious.

Ahhh, I see. As a relatively new player, this confused me -- now I get it.


Thanks!

Andy

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Message: 2
Date: Mon, 10 Dec 2001 07:13:18 -0000
From: "peppy10005" <peppy10005@hotmail.com>
Subject: Re: Terminators w/ Lightning Claws # of Attacks?

I think it may also be possible to give the extra attacks just by
adding a checkbox that has the option of giving all terminators
lightning claws. This would not show extra attacks for if only a
couple have LC's but it should cancel out any storm shields, Thunder
hammer, Power fists, etc. (i.e. other weapon combinations.

The most humble,
Peppy

--- In armybuilder@y..., "Shawn 'Not Colen' Campbell" <shawn@e...>
wrote:
> It is like that because you can take thunderhammer/storm shield or
lightning
> claw pairs.
>
> If you mix the unit's weapons, then the display will be off. (TH+SS
does not
> increase your # of attacks, while the LC's do. Their has to be a
way to show
> this.)
>
> The * is the best way to show it, although I understand that if you
give the
> whole unit LC's it doesn't make sense... but their's no other
choice I can
> think of, other than addind a 'sub-unit' of terminators with
alternate
> weapons... but that would be obnoxious.
>
> Shawn 'Not Colen' Campbell
> 40k3@e...
> http://www.electricstitch.com/ab_files (40k3 Datafiles Website)
> ----- Original Message -----
> From: "andy_m_young" <andy_m_young@y...>
> To: <armybuilder@y...>
> Sent: Sunday, December 09, 2001 10:05 AM
> Subject: [AB] Terminators w/ Lightning Claws # of Attacks?
>
>
> > Hi,
> >
> > I'm using AB2.2C and the V3.7 40K files. I'm having trouble
getting
> > the correct number of attacks on Assault Terminators using the
> > Imperial Fists list. When equipped with 2 Lightning Claws, the
> > Terminators should get a base of 3 attacks. Currently, they are
give
> > 2*.
> >
> > Not that big a deal, I know...
> >
> >
> > Andy
> >
> >
> >
> > To unsubscribe from this group, email
> >
> > armybuilder-unsubscribe@e...
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
> >
> >



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Message: 3
Date: Mon, 10 Dec 2001 15:33:48 -0000
From: "dalinius" <dalinius@yahoo.com>
Subject: Re: Setting up Composition Rules

Thank you Mathias and Rob for clarifying that. Your suggestions
should work out well. I appreciate you help.

--- In armybuilder@y..., Rob Bowes <rob@w...> wrote:
> Mathias' suggestion is a good one. I'll try to clarify here.
>
> First of all, use composition groups for Individuals and Squads.
You can
> easily define a rule for each group that enforces the proper
relationship.
> Since mercenaries must still abide by the Individuals vs. Squads
rule,
> these are the proper things to make into composition groups.
>
> Then you need to address mercenary limits. All mercenary units
should be
> assigned the type "Mercenary". Non-mercenary units can be left
without any
> special type assignment. Now you need to define a "trat" attribute
that
> limits the user to a one-to-one ratio between mercenary and non-
mercenary
> units. Since "trat" uses a ratio, it will scale to whatever size
roster the
> user creates. You can do this via the attribute below:
>
> trat:!Mercenary@1u:Mercenary@1u
>
> Based on the above attribute, there must be at least 1 NON-
Mercenary unit
> in the roster for every Mercenary unit in the roster. This
satisfies your
> second criterion listed below.
>
> Hope this helps,
> Rob
>
>
> At 03:04 PM 12/5/2001 +0000, you wrote:
> >I have created several small AB data files before, but I am just
now
> >starting on a huge project to make files for a new game. I am
having
> >some difficulty in figuring out how to get the game's composition
> >rules to work in Army builder. Can anyone offer me up some ideas
taht
> >I can try? I will detail the rules I am trying to accomplish.
> >
> >(To clarify my wording below: There are Individuals and Squads in
the
> >game. I used the word Unit to represent both Individuals and
Squads,
> >so 1 individual and 1 squad would be 2 Units).
> >
> >1.Armies cannot contain more Individuals than they have Squads.
> >2.All armies can choose mercenaries as allies, but cannot choose
more
> >units of mercenaries than they have units from their main force
list.
> >3.Some mercenaries are Individuals and some are Squads, and added
> >mercenaries must still abide by rule number 1 above (so for
instance,
> >if I have 2 Individuals and 3 Squads from my main force and want to
> >add 2 mercenary individuals then my total number of individuals for
> >my army would be 4 and hence illegal because I only have 3 Squads).
> >
> >How would I go about adding in the Validation rules for this in AB?
>
>
> --------------------------------------------------------------------
-------
> Rob Bowes (rob@w...) (650) 726-9689
> Lone Wolf Development
www.wolflair.com



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