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Thread: Frequently Asked Question

  1. #1

    Default Frequently Asked Question

    Here is a link to the FAQ. Thanks to everyone for all the feedback.

    Rivet Wars FAQ


    Rivet Wars Quick Reference Doc by Robert (RangerRob)
    Last edited by Ted Terranova; 04-02-2014 at 02:16 AM.

  2. #2

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    Interesting. Is there any reason that many of the questions from the FAQ Thread (http://www.coolminiornot.com/forums/...ked-Questions)) are not answered in this FAQ?

  3. #3

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    Thanks for putting this together Ted. Will it be added to as time goes by & more questions/answers come up in this thread?

    Also, i thought survivors of tank shock had to move via a deviation flip. I don't have the rules with me right now, so i may be thinking of something else.

  4. #4

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    I'm similarly curious, e.g. it seems like there wasn't a decision made regarding heroes ability to capture objectives. Is the plan to update the FAQ on an ongoing basis? I'm hoping the version numbering in the doc header means yes.

    And thanks for keeping us all updated!
    Last edited by erniehacks; 01-31-2014 at 05:59 PM. Reason: In my haste I forgot to thank Ted!

  5. #5

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    You can Rapid Assault move without a valid target. Wow.

    Did not see that ruling coming. The flexibility of all Rapid Assault units just got a healthy kick in the pants. All of my Allied infantry move in pairs from now on if not on a Strategic Objective.

    Improved Assembly Line = Free Parman. Wow!
    Last edited by WTFGamer; 01-31-2014 at 09:06 PM.

  6. #6

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    BAD ruling on Rapid Assault, makes Patson way to powerful as it means Allied infantry can now secure objectives a turn earlier than the Blight. It was bad enough having to attack after a move, just ridiculous now. The game is now broken.

  7. #7

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    Quote Originally Posted by hithero View Post
    BAD ruling on Rapid Assault, makes Patson way to powerful as it means Allied infantry can now secure objectives a turn earlier than the Blight. It was bad enough having to attack after a move, just ridiculous now. The game is now broken.
    Disagree. A bit of over reaction, there. We've been playing Rapid Assault this way since we began and the game works fine. It certainly ups the Allied effectiveness. Blight just have to play accordingly. Preemptively set up MGs to cover the objective and send a couple of monowheels deep after Parman to get yourself an extra victory point.

    If they ruled Rapid Assault always has to attack, with Parman's attack range of one it makes him too risky to use since he'd always be up on the front line (where his buff would mostly go to waste). This is exactly what Crazyjuan and I discussed, that Parman and the Allied forces are balanced on a knife edge right now, with the potential for them to be under or over powered with very small tweaks. Hopefully with future expansions and more unit types their balance rounds out a bit.

    The one ruling that made my eye twitch a little is using Improved Assembly Line to deploy Parman. That certainly makes that card worth its weight in rivets if drawn by the Allies early.
    Last edited by Tauwolf; 01-31-2014 at 09:36 PM.

  8. #8

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    First thing I'm gonna try in a 4 resource 1 rivet game. Turn 1- Parman plus infantry. Rapid Assault down field. Turn 2- Wolverine plus infantry. Shuttle Parnam back to Rapid Assault Wolvie down field. Turn 3- 2 infantry and pounder or rocket bike depending on what is most needed down field. Continue till win. Can't wait to see how the horse shuttle works.

  9. #9

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    Quote Originally Posted by donnbobhardy View Post
    Interesting. Is there any reason that many of the questions from the FAQ Thread (http://www.coolminiornot.com/forums/...ked-Questions)) are not answered in this FAQ?
    That's why there is a version number at the top. How quick further updates will come is more of an appropriate question.

  10. #10

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    Quote Originally Posted by WTFGamer View Post
    First thing I'm gonna try in a 4 resource 1 rivet game. Turn 1- Parman plus infantry. Rapid Assault down field. Turn 2- Wolverine plus infantry. Shuttle Parnam back to Rapid Assault Wolvie down field. Turn 3- 2 infantry and pounder or rocket bike depending on what is most needed down field. Continue till win. Can't wait to see how the horse shuttle works.
    My response to that would be:

    Turn 1: MG and 2 infantry
    Turn 2: Jager and 1 infantry
    Turn 3: 4 infantry or 1 MG and 2 infantry

    At that point you're only using Parman to throw units directly into my gun's range. Even if you get a quick 4-5 VP lead, the Blight will probably make a second half comeback, especially with the inevitable point they'll get when they knock off the Wolverine.

  11. #11

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    This thread should go straight to be a 'Sticky' should it not?

  12. #12

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    Quote Originally Posted by Tauwolf View Post
    My response to that would be:

    Turn 1: MG and 2 infantry
    Turn 2: Jager and 1 infantry
    Turn 3: 4 infantry or 1 MG and 2 infantry

    At that point you're only using Parman to throw units directly into my gun's range. Even if you get a quick 4-5 VP lead, the Blight will probably make a second half comeback, especially with the inevitable point they'll get when they knock off the Wolverine.
    Pretty much this, but turn 3 might think about getting some Monowheels to get after Parman. Also, the allied strategy this is in response to mentioned no Pounders. In my opinion Pounders are key to allied strategy. Using Parman on them is the best use of Parman I believe.
    Last edited by Crazyjuan; 01-31-2014 at 11:25 PM.

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  14. #14

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    Quote Originally Posted by Crazyjuan View Post
    Also, the allied strategy this is in response to mentioned no Pounders. In my opinion Pounders are key to allied strategy. Using Parman on them is the best use of Parman I believe.
    Agree. Pounders' range are critical to countering Panzergrenadiers and MGs. They're an underrated unit, even before this ruling.

  15. #15

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    Quote Originally Posted by Tauwolf View Post
    He said pounder turn 3
    I stand corrected, think I'd have one out earlier myself.

  16. #16

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    Quote Originally Posted by Tauwolf View Post
    Turn 2: Jager and 1 infantry.
    Hmmm.
    To which my response to that would be:

    Consider a 65 Pounder that would paste any attempt that ranged freak has to bring himself and any buff seeking friends to pick me off. All Wolvie needs to do is survive one round from most likely too far a spawn point. I'm betting the pounder always gets first shot. and bringing another to the front is super fast.

    Sounds like a fun game. I'd like to see if this guess work pans out. Wanna try a Google Hangout at some poit Tauwolf? I'd like to try playing a game there.

  17. #17

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    Discussing What If's is largely irrelevant, you can play Rivet Wars ping-pong all day long and it won't prove a thing, mainly as you have to roll dice at the end of it Killing off models is not the problem with Parmans buff as that happens anyway; the problem is that it will grant 'free' VP's for the Allied player in half of the scenarios as he can get to the objectives first and a go quicker, that's where the problem lies. Any scenario where an objective is 3 squares from a deployment give the Allies a big boost.

  18. #18

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    Quote Originally Posted by hithero View Post
    Discussing What If's is largely irrelevant.
    Nothing that gets you thinking about a game you like is irrelevant. That's where strategies are born. And I do suggest taking these theories to a Google Hangout for live tests.

    People seem too quick to shut down thoughts and ideas. I thought this forum was all about the share. Respect each others thoughts and remember: Fights are for the battlefield, not the threads.

  19. #19

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    Deciding what to throw against what though isn't really part of the discussion as that will happen in every game and you could theorise all day long with no result. The problem is that now Parman can automatically grant 1 or 2 free VP's on turn one, that's 20% of the total needed and is a big game changer. Sorry if you took my statement the wrong way and I'm not trying to shut down thoughts, but that is why it is irrelevant to the discussion. So, how do you stop the Allies getting these bonus VP's?
    In our games the Allies are currently 8 - 4 up using a variety of scenarios and several players all playing either side, so player skill should not be an issue, without Parman's new buff ruling, how are the Blight going to counter this?

  20. #20

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    Quote Originally Posted by hithero View Post
    Deciding what to throw against what isn't really part of the discussion as that will happen in every game and you could theorise all day long with no result. The problem is that now Parman can automatically grant 1 or 2 free VP's on turn one, that's 20% of the total needed and is a big game changer. Sorry if you took my statement the wrong way and I'm not trying to shut down thoughts, but that is why it is irrelevant to the discussion. So, how do you stop the Allies getting these bonus VP's?
    In our games the Allies are currently 8 - 4 up using a variety of scenarios and several players all playing either side, so player skill should not be an issue, without Parman's new buff ruling, how are the Blight going to counter this?
    They aren't bonus vp, they are earned. And it's not an insurmountable advantage if the blight player is smart with his MGs and Monowheels. Parman is fine as he is, the only FAQ answer that had me scratching my head is that Action card allowing a free Parman. That feels like I'm gonna have to house rule otherwise because there's no blight unit that is 3dp and A RIVET, that they have any hope of deploying for free.

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