Search found 51 matches

by DocDesastro
Wed Oct 17, 2018 8:56 pm
Forum: Afghanistan '11
Topic: A small list of suggestions
Replies: 0
Views: 2639

A small list of suggestions

I enjoy the game very much and would like to see it develop a bit more. - I would rather see intel pinpointing and marking those militia-spawning caves. Also, I'd like to see special forces being able to clear them out with the chance of rooting out some warlord/taliban leader for bonus H&M. - A...
by DocDesastro
Tue Jul 24, 2018 3:48 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: Why No Straight Warhammer Simulations?
Replies: 7
Views: 6356

Re: Why No Straight Warhammer Simulations?

Meh...I guess they have those ideas already. Currently, it is more profitable to produce a plastic kit for less than 10 cents apiece and sell for 30$ and more. But I think a bit into the future. 3D-printers might be available for private persons so printing your own miniatures under license might be...
by DocDesastro
Sun Jul 22, 2018 11:24 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: Ground units assaulting Flyers
Replies: 1
Views: 2381

Re: Ground units assaulting Flyers

Oh yeah...now imagine playing versus chaos using landspeeders...right. #ucanttouchme
The flyers we have here, are no real flyers. They are just hovering. A real flyer would be a bomber - and this one would be far too fast and needs far too much space to operate in-game.
by DocDesastro
Fri Jul 20, 2018 10:04 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: New Tabletop Rules Update for Community Version (1.11)
Replies: 32
Views: 26229

Re: New Tabletop Rules Update for Community Version (1.11)

It would obliterate a Leman Russ and be able to easily damage a titan. I remember in a previous edition that this one weapon prevented saving throws so it burned terminators to a crisp. Imperial Armour books of the old was it? But yes, a weapon that needs its own fusion reactor should be powerful as...
by DocDesastro
Thu Jul 19, 2018 4:54 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: Overwatch
Replies: 2
Views: 3283

Re: Overwatch

I am ambivalent on this. First, not every unit gets a reaction shot. Some heavy weapons or flamers will not for instance. Second besides of pistols, you need to give a direction to defend against. When trying to deny the field to your opponent, you might want bolters and heavy bolters. Melee units a...
by DocDesastro
Wed Jul 18, 2018 12:31 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Is Warhammer Armageddon series Dead?
Replies: 9
Views: 10170

Re: Is Warhammer Armageddon series Dead?

Weell...Sanctus Reach being tactical on company level like X-Com and Gladius somewhat Sid Meyer's Civilization-alike...Armageddon with division style play like in Panzer Corps and fits the gap of Epic Armageddon:40k. Although everywhere there is the GW stamp on it, they are very different games. I g...
by DocDesastro
Wed Jul 18, 2018 9:10 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Steel Legion unit analysis and gameplay experiences (WIP)
Replies: 33
Views: 18445

Re: Steel Legion unit analysis and gameplay experiences (WIP)

Regarding AA: I found out for myself that flyers - REAL flyers will disturb games of this like gravely balance-wise. The ones we have we should regard as light vehicles or even tanks with a special movement rule i.e. not affected by terrain. Usually they fly low and slow compared to a real bomber wh...
by DocDesastro
Wed Jul 18, 2018 8:46 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: [Suggestion] Show LoS for active units
Replies: 7
Views: 3127

Re: [Suggestion] Show LoS for active units

I know this. See: my greatest problem in game is managing heavy support units with long range. I want to move them into firing positions and although my estimations tell me, the new location will be o.k. it isn't, because a vehicle is too close or a piece of terrain which looks small blocks sight. I...
by DocDesastro
Wed Jul 18, 2018 8:36 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: [Suggestion] Show LoS for active units
Replies: 7
Views: 3127

Re: [Suggestion] Show LoS for active units

Well...this works for stationary units and this information is redundant as units in range and sight have a targetting reticule over them. What I want to know is: Where can my enemy see me? If I plan to move on a certain spot: what can I see from there before making that decision. Like clicking a sq...
by DocDesastro
Tue Jul 17, 2018 7:52 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: [Suggestion] Show LoS for active units
Replies: 7
Views: 3127

Re: [Suggestion] Show LoS for active units

Ah....o.k. *blushing embarrassed*

Have not seen this up until now. Maybe more accessible in the UI then, please?
by DocDesastro
Tue Jul 17, 2018 7:44 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: [Suggestion] Show LoS for active units
Replies: 7
Views: 3127

[Suggestion] Show LoS for active units

Just for making the game more comfortable: Show always the LoS for the selected unit like light gray shadows or light red shadows on the floor tiles with harder contrast for the shooting range of the unit. Helps a lot when moving units to firing positions. If you want to attack something, click on i...
by DocDesastro
Tue Jul 17, 2018 7:29 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: Why No Straight Warhammer Simulations?
Replies: 7
Views: 6356

Re: Why No Straight Warhammer Simulations?

Maybe they will recognize at some point, that by selling the idea makes more money than the miniatures. I see the future - if any - for GW as a software company dedicated to produce rules, models and background to sell and to have a computer version of their boardgame. Imagine buying the core game t...
by DocDesastro
Tue Jul 17, 2018 7:21 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: New to sanctum reach
Replies: 7
Views: 4869

Re: New to sanctuS reach

I have no multiplayer experience, but from what I gather from game mechanics I would suggest the following: First: you have strength in numbers. Orks are ridiculously cheap. Use the cheap units to your advantage and try to win a war of attrition. Terminators cannot last long when experiencing a hail...
by DocDesastro
Tue Feb 27, 2018 7:45 pm
Forum: Tech Support
Topic: What is d3dx9_43?
Replies: 4
Views: 4393

Re: What is d3dx9_43?

To be honest - although you wil neither like it nor will it solve your problem: Stick with Win7 until support runs out, if possible. Never liked 10...never probably will. Although I feel for you in that case. OS-related problems are hard. Is there a compatability mode to run the prog in? Wait, gotta...
by DocDesastro
Mon Feb 19, 2018 9:58 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Fixes, minor additions, suggestions, bug reports for 1.11
Replies: 72
Views: 33954

Re: Fixes, minor additions, suggestions, bug reports for 1.1

As requested, I will share my thoughts here, deranzo. Comparing the boardgame with the computerized version there have been some...oddities. I shall try to point out a vision here of the game I would like to have. I started playing the tabletop some 20 years ago and consider myself somewhat familiar...
by DocDesastro
Fri Feb 16, 2018 2:23 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Steel Legion unit analysis and gameplay experiences (WIP)
Replies: 33
Views: 18445

Re: Steel Legion unit analysis and gameplay experiences (WIP

This is reasonable. But I cannot imagine a Hydra being useless against groud targets. WW2 has teached us more than enough about AA cannons and their (ab)use. Also: Air units should be able to target air units as well. There is one single problem: When your AA units are killed and the enemy still has...
by DocDesastro
Wed Feb 14, 2018 3:14 pm
Forum: Afghanistan '11
Topic: Can't ANYBODY offer strategy tips???
Replies: 8
Views: 3676

Re: Can't ANYBODY offer strategy tips???

From things I have seen, there are things which are good to happen H&M-wise and bad ones. Depends on what happens most of the time. Good: - destroy an enemy unit near a village (can be nerfed by politics) - have a road connected to village - have a waterworks operational in village - send UN aid...
by DocDesastro
Thu Feb 08, 2018 6:01 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Steel Legion unit analysis and gameplay experiences (WIP)
Replies: 33
Views: 18445

Re: Steel Legion unit analysis and gameplay experiences (WIP

Yes, I mean this kind of terrain. Thing is, the Titan has more than enough defence to scare everything out of a building without danger of being damaged - which is not the case with other flamer units. He is the perfect ork-evictor (one single exception: Tankbustas). More perfect than every other un...
by DocDesastro
Tue Feb 06, 2018 5:05 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Steel Legion unit analysis and gameplay experiences (WIP)
Replies: 33
Views: 18445

Re: Steel Legion unit analysis and gameplay experiences (WIP

Finally passed that blasted mission. On normal dificulty this one is really annoying! Well..unlocked to other Titans and will add the values and my experience with them here. From what I can say the warhound with the inferno cannon is super-efficient clearing city hexes - same as centurions with fla...
by DocDesastro
Mon Feb 05, 2018 4:40 pm
Forum: Mods and Scenario Design
Topic: Tens of New Units to Steel Legion and All Space Marines
Replies: 76
Views: 42372

Re: Tens of New Units to Steel Legion and All Space Marines

I have played classic Battletech before and compared to warhammer, it is a very different system. I am quite unsure, whether those are compatible. Look, attacking a mech is fine: roll to hit according to range - but what then? Mechs do not have hitpoints. They have armour at 6 different locations so...

Go to advanced search