Search found 614 matches

by nexusno2000
Wed Dec 03, 2014 9:40 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Casulties
Replies: 20
Views: 4370

Re: Casulties

Actually no I don't think that's right. It doesn't depend on how much you lose in other battles, every battle has its own point total that is pretty much immune to all outside interference. That was definitely one of the concepts I struggled with, let me tell you! :oops: It does mean, however, that...
by nexusno2000
Wed Dec 03, 2014 9:37 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Range 0 vs. range 1
Replies: 5
Views: 1159

Re: Range 0 vs. range 1

I think I understand now: only units with the Assault special can initiate assaults.

And range 0 weapons only fire during assaults, whereas range 1 weapons fire whether or not there is an assault.

Correct me if I'm wrong!
by nexusno2000
Wed Dec 03, 2014 9:33 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Range 0 vs. range 1
Replies: 5
Views: 1159

Re: Range 0 vs. range 1

Trying out the Combat simulator it seems Range 0 weapons only kick in when there is an Assault.

When do assaults happen? Only i close terrain, like buildings etc?
by nexusno2000
Wed Dec 03, 2014 8:51 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Logistics - Ammo and fuel
Replies: 17
Views: 2860

Re: Logistics - Ammo and fuel

We actually deliberately trimmed theses features out to increase the pace of gameplay, and I have to say, it's actually kinda nice once you get used to it. Not having to worry about supply while fighting the green tide is one less thing to worry about in a game with quite a few things to manage. Be...
by nexusno2000
Wed Dec 03, 2014 8:49 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Range 0 vs. range 1
Replies: 5
Views: 1159

Range 0 vs. range 1

Can someone explain to me the difference between the two?

In my (admittedly simple) mind they are effectively the same: you can only attack into adjacent hexes.

Or do range 1 weapons have an advantage over range 0 weapons in that they fire first or something?
by nexusno2000
Tue Dec 02, 2014 11:53 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Logistics - Ammo and fuel
Replies: 17
Views: 2860

Re: Logistics - Ammo and fuel

I really miss ammo and fuel (promethium). For example: Things like heavy artillery in Panzer Corps gets less ammo, so has to restock more often. It added another dimension to the gameplay. In Amra your mechanized units need never take a break to fuel/rearm. I fully agree, it would be fine as an opt...
by nexusno2000
Tue Dec 02, 2014 9:44 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Logistics - Ammo and fuel
Replies: 17
Views: 2860

Logistics - Ammo and fuel

I really miss ammo and fuel (promethium).

For example: Things like heavy artillery in Panzer Corps gets less ammo, so has to restock more often.

It added another dimension to the gameplay.

In Amra your mechanized units need never take a break to fuel/rearm.
by nexusno2000
Tue Dec 02, 2014 9:41 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Terminators
Replies: 18
Views: 3444

Re: Terminators

Also: Panzer Corps manages to differentiate between different types of transports, so I don't see why Arma shouldn't. And what about that teleport option? A variant of the panzer Corps coding for paratroopers (that can't be intercepted), for example? That way each scenario could limit the number of ...
by nexusno2000
Tue Dec 02, 2014 9:40 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Terminators
Replies: 18
Views: 3444

Re: Terminators

Btw: Is there any technical reason why Land Raiders can't be both transports and dedicated tanks? Wouldn't that just require the addition of Land Raider transports, leaving tanks as is?
by nexusno2000
Tue Dec 02, 2014 9:26 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Terminators
Replies: 18
Views: 3444

Re: Terminators

Land Raiders are transports, not tanks. So make them transports for terminators please. Transports with speed, protection and firepower.
by nexusno2000
Mon Dec 01, 2014 1:44 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Rest & Refit vs. Replenish
Replies: 13
Views: 5212

Re: Rest & Refit vs. Replenish

Why didn't they keep the replace losses with veterans option?

And is seems the game auto-reinforces all units between scenarios; again, why?
by nexusno2000
Mon Dec 01, 2014 1:42 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Terminators
Replies: 18
Views: 3444

Re: Terminators

Seconded: Termies need a teleport and/or Land Raider transport option!
by nexusno2000
Mon Dec 01, 2014 1:41 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Giant wall of text (feedback)
Replies: 3
Views: 935

Re: Giant wall of text (feedback)

One of the neat things about Panzer Corps is the way you get to slow upgrade your force. Barring a few oddballs, units improve as the war drags on. You also have an incentive to stay with the same line of models, or you upgrades cost more. Arma almost completely kills the fun of upgrading. The usabi...
by nexusno2000
Mon Dec 01, 2014 1:35 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Flying units stacking
Replies: 4
Views: 987

Re: Flying units stacking

For some WEIRD reason there are no true fliers in Arma. There is an unit type called fliers, but they don't fly in the fashion you'd expect. Instead they occupy a ground hex - and behave like ground units for all puproses I can see. They also have crap movement! Why the devs went down this path I do...

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