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Subject: Ars Victor Unit Math rss

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tom black
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Hello,

We are on an Ars Victor kick again but want to try something different.

We have a bunch of MechWarrior Clicks running around and would like to convert them for use in a Ars Victor based game.

Has anyone done the basic math on the units cost or at the least the base before playtesting adjustments.

Thanks

Tom
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Daniel Rodriguez
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Ooooh sounds cool! I have a boat load of these and that sounds like a blast! I have played Abbadon in the past, command and colors but with mechs but traded it for something else and sort of regretted it.
 
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Mike Bott
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That DOES sound cool. We've printed double-sized hex maps before and used WH40K miniatures instead of counters and chits. Individual minis would be removed as the unit took damage. It was pretty fun-enhancing, though it required referencing the rulebook for unit abilities and thus stretched out the game a bit.

Are you talking about the existing units cost? Stephen tried making a unit builder at one point and we discovered it was really hard to assign abilities a consistent value because the matrix of movement, hit points, range, dice, and target were all so variable.

Or maybe I misunderstood the question

I love anything that allows the use of miniatures with Ars Victor rules! How can we help?
 
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tom black
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Anything that would give a base line would help, I guess I can plug the stats into excel and infer a base.

Current thought is each unit would be a Mech, the command cards would represent different command structures within the force, lances/stars/companies.

The mech translate fairly well into Ars Victor stats. Short range weapon capably gives assault ability, jump = jump, walk/run = green/yellow, missiles = indirect, light mech would get take cover, heavies/assaults would get hold ground, etc.

Thinking of doing the "Talon" thing and printing the stats on the bases along with a damage track.


Thanks

Tom
 
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Mike Bott
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The baseline we typically use when thinking about designing new units is the Medium. 4 points is sort of the 'average' unit, generally capable of many things but not great at any one thing.

So, if you're wholesale replacing all the units you could come up with your baseline mech (Rifleman?) and assign him the cost of 4 and appropriate abilities. Then when looking at other mechs you at least have a stake in the ground.
 
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