Warcradle Naval Games > Dystopian Wars

MBS DW Fan 2.5 FAQ - Working Thread UPDATED 2/20/18: FAQ is Live!

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Ruckdog:
The FAQ has been posted in the 2.5 Player Files in the MBS DW Rules Repository. Here is a direct link:

https://drive.google.com/file/d/1x5dwWKJP6nbpK2pr1IRFUdeFDUNoottP/view?usp=sharing

At this point, I think there has been enough player experience with the new rules to sort out some of the biggest problems and issues with the DW 2.5 rule set. My vision is to start an MBS FAQ/Errata document that will cover the biggest of these issues. I want to get the first version out fairly quickly, within the next few weeks or so by Monday 19 Feb 2018 . However, I'm very much interested in getting feedback from all of you on what should or should not be in it. I've compiled this list from the clarifications that were posted in the official forums and that I've gotten via discussions with the old Spartan team. If you have things to add, post them below and I'll add them to the list so that they make it into the final document.

So far, this is mostly a list of clarifications and errata for the main rule book. There is still the open question of adding some optional rules to correct things like game balance, and I've started a section at the end for that. However, I wanted to focus on the stuff that was clearly incorrect or unclear first before we get into that.

Here is my list so far:

Clarifications

Weapons

Mines - Mines are considered a weapons type, though they are not used in the firing segment. This means that model conditions that would prevent using weapons (such as a submarine that is submerged) are prevented from using mines.

Support Aircraft

CAP - CAP must be comprised of a SAS of fighters taken from the force's local air support. CAP is attached to a parent squadron during deployment at the beginning of the game, and activates with that parent squadron. CAP remains attached until the CAP or parent squadron is completely destroyed. While attached, CAP must remain fighters and cannot be retasked. Attached CAP can only be subject to the Replenish carrier order. If the CAP is completely destroyed, it can be re-launched as an unattached SAS by a friendly carrier. In this event, the SAS is no longer considered CAP (it can not be re-attached to its parent unit) and can be launched as any type of SAS. Likewise, if the parent model that a CAP is attached to is destroyed, it reverts to being a normal SAS and is eligible for the re-tasking carrier order.

CAP and Disorder: The reference on Pg. 105 regarding CAP and Disorder no longer applies.

Re-building Carrier Order: A carrier can only relaunch a SAS if there is a completely destroyed SAS in the player's scrapyard. At no time can a player have more SAS on the field that their force started with at the beginning of the game. Re-built SAS must contain the same number of SAWs as the original SAS, are placed on the board without an activation marker, and may activate as normal the same turn they are re-built in.

Boarding

Squadrons With Multiple Crew Types: If a mixed squadron has multiple crew types, the surviving AP take on the crew quality for the model they are returned to on the boarding consolidation phase. For example, if a squadron has a mix of  2 Aggressive and 2 Regular AP left over from an assault and all 4 of those AP return to a model that initially had the Aggressive crew type (assuming it can take all 4), all of those AP now become Aggressive.

Sabotage: A Sabotage is a single roll on the Focused Critical Hit table.

Movement

Treacherous Terrain Test: The rulebook is missing the rules for conducting a Treacherous Terran Test. The proper rules for this test are: In order to performa  Treacherous Terrain Test, each model rolls a (BLACK) D6 requiring a 4,5, or 6 to pass. Models that FAIL their Trecherous Terrain Test are considered to have Collided with the piece of Terrain in question, and must immediately stop and resolve a collision (page 175).

MARs

25. Raging Fire: Page 161: If this MAR is activated and a (RED) 6 is rolled, place two Raging Fire markers on the Model and roll again. Any further results of a (RED) 6 will result in two additional markers and another roll.

Victory Points

The rulebook is missing the Victory Point (VP) award values. These values are:
-Double VP for any Prized models.
-Half VP for any Slavaged models.*
-Full VP for any Scraped models.
-Full VP for any TAC Cards in your oppoent's Scrapeyard
-Full VP for any Strategic Objective or any other scenario-based achievement
-+25 VP for any Ace shot down in a duel

Note: All numbers in DW are rounded up. If a model's cost ends in 5, the Half VP for that model is rounded  up as well.

Errata

Page 66: The correct size for the Energy Template is 2", not 3".

Page 105: The statement regarding CAP and Disorder no longer applies.

Page 168: The proper results table for the Disruption Generator should be: 1-2=No Effect; 3-5=Target Receives a Generator Offline Critical Effect; 6=Target Receives a Generator Offline Critical Effect and looses 1 AP

Page 175: Ignore the discussion in the elevation bonus rules that contain a reference to the "Altered Silhouette MAR", which doesn't exist anymore.

Page 178: The correct table for Mountain terrain should read: Clear: Aerial (Stratospheric)/Treacherous: Aerial (Obscured)/Impassable: Aerial (Flying/Other)

Page 183: Local Air Support and Combat Air Patrol. The page numbers listed are given for each other. LAS "see page 80 for more" should be see page 86, CAP "see page 86 for more" should be see page 80.

Page 199: The reference to "Strategic Asset (Value)" should state "Strategic Value" instead.

Page 204: The reference to "Strategic Objective (50)" should state "Strategic Value (50)" instead.

Unofficial Rules:

Commodore Abilities

Perfect Plotting Command Trait: This command trait can only be applied to Indirect Fire attacks.

Specialized Weapons

Energy Blast Weapon: Replace the rules for the Energy Blast weapon on pages 133-134 with the following:
•   Energy Blast Weapons can be fired in either the "Safe Mode" or "Overload" firing options.
        o   Safe Mode uses the 2" Energy Blast template.
        o   Overload uses the large blast template.
•   Energy Blasts use a ‘To Hit’ Number of 3, 4, 5 or (RED) 6 regardless of modifiers and are always considered to be Indiscriminate Attacks.
•   All Energy Blasts irrespective of type have the Barrage Munitions Type in addition to any other Energy Weapon special rules.
•   Energy Blasts may only target Models on the Surface Height Level.
•   An Energy Blast Weapon places the appropriate Blast Template centered on an enemy Model within Range and Line of Sight. Any Model touched by the Template is hit at full AD effect.
•    Due to the incredible drain on power that comes from firing an Energy Blast, a model using an Energy Blast Weapon in the Overload firing option suffers a Focused Critical Effect, but not the
        Damage, in the Firing Consolidation step of the activation the Energy Blast Weapon was fired in.

Model Classifications

Repair: Models with the Repair Function can attempt to repair themselves.

Ruckdog:
Updated 2/13/18:
-Added a "due date" for the first version of the FAQ
-Added some additional clarifications gleaned from the Rules Questions threads on the WC forums.

RuleBritannia:
Seriously thanks Ruckdog, these look great!

Ruckdog:
Updated 2/19 with the rules for Engergy Blast weapons and Repair Function vessels.

I've got the draft of the FAQ compiled, and I'm checking with WC to make sure they have no issues with me pushing it live. It will probably get promulgated tomorrow.

RuleBritannia:
WC have released 2.5 minus the fluff online.  No idea about other changes, but will affect page numbers.

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