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  • File : 1288129663.jpg-(48 KB, 500x210, c&c minis.jpg)
    48 KB Anonymous 10/26/10(Tue)17:47 No.12580929  
    >Implying my Black Hand squads couldn't stomp your Marked of Kane back to scrap and tib.

    C&C tabletop general. What era/army do you guys run?
    >> Anonymous 10/26/10(Tue)17:51 No.12580962
         File1288129881.jpg-(514 KB, 598x844, Yuriko_Omega.jpg)
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    I run a empire of the rising sun army pic related
    >> TG_GENERAL_Heavy 10/26/10(Tue)17:52 No.12580979
         File1288129971.jpg-(136 KB, 500x399, command_and_conquer_3_tiberium(...).jpg)
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    >>12580929
    I run tiberium sun/wars era GDI army's
    >> Anonymous 10/26/10(Tue)17:53 No.12580983
    I tend to run Edo period Japan. It was such a clusterfuck back then you can steal a metric tonne of gold and nobody would notice. Then you just resynch to 1938 Switzerland and put everything in a deposit box, then resynch back, take a stroll and collect it, plus interest.
    >> Shas'o R'myr !!J5+vjygjQuK 10/26/10(Tue)17:53 No.12580988
         File1288130035.jpg-(151 KB, 644x483, Scrin Mechapedes.jpg)
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    TROLOLOLOLOLO

    >afdrical rightful
    >> Anonymous 10/26/10(Tue)17:55 No.12581005
    >Always liked Chem troops from Tiberium Dawn because they were so rare.

    That's what I'd run. Either that, or Cabal from TibSun era, Core Defenders make Necron Monoliths look like crap in comparison.
    >> Deathleaper's Fangirl !!YD/t8+iuFvd 10/26/10(Tue)17:55 No.12581007
         File1288130148.jpg-(23 KB, 477x500, 1221139115599.jpg)
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    Tiberium Wars era Forgotten. Sure, it's been years since we got a new book, but the list's still got some punch, and the models are pretty cool.
    >> Anonymous 10/26/10(Tue)17:56 No.12581013
         File1288130213.jpg-(68 KB, 600x407, command_conquer_red_alert_2_co(...).jpg)
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    It is the apocalypse for you.
    >> Anonymous 10/26/10(Tue)17:57 No.12581024
         File1288130262.jpg-(33 KB, 600x450, GDI-TitanMK2-Render.jpg)
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    I run a Steel Talons Tiberium Wars-era army. C&C Third Edition FTW. 2nd Edition was alright, with the new fluff about CABAL and the Nod Cyborg revolt, but it really got awesome in 3rd.

    Can't believe they took Titans and Wolverines out of 'regular' GDI forces for 3rd, though.
    >> Anonymous 10/26/10(Tue)17:58 No.12581030
    >>12580983
    You don't get interest on gold.
    >> Anonymous 10/26/10(Tue)17:59 No.12581042
    Got rolled by a Marked of Cain crew just a few days ago, but then again I was using GDI from the Dawn era. Damned Awakened just rolled right over the few mammoth tanks I had.

    Westwood really needs to release a new codex for Dawn GDI, but I'll probably be waiting another year for it.
    >> Anonymous 10/26/10(Tue)18:01 No.12581058
         File1288130480.jpg-(239 KB, 1600x1200, KanesWrath_Redeemer_16x12.jpg)
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    poor nod has this reject for a epic unit. It looks like it can do allot of damage but this thing is taken out by 2 rail gun mammoth tanks
    >> Anonymous 10/26/10(Tue)18:01 No.12581059
    Runnin' Tiberium Sun-era Brotherhood Army. Cyborg Commandoes up in this motherfucker!
    >> Anonymous 10/26/10(Tue)18:02 No.12581070
         File1288130563.jpg-(71 KB, 640x480, apoc.jpg)
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    I wish they never updated the Soviet Army. The Apocalypse tank ain't want it used to be, thanks to Allied players always bitching about its armor save. At least those Twin-Blades they introduced are cool.
    >> Anonymous 10/26/10(Tue)18:03 No.12581079
    ARMY LISTS OR YOU GUYS DON'T KNOW SHIT 'BOUT CNC
    >> Anonymous 10/26/10(Tue)18:04 No.12581086
         File1288130668.gif-(9 KB, 200x200, 820056-aattackdog_super.gif)
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    RA 2 Era here, I got so goddamned irritated about all these fucking Yuri lists that I run a straight dog and tank list.

    Fuck your bald telepaths.
    >> Anonymous 10/26/10(Tue)18:04 No.12581087
    >>12580929
    Red Alert player here Tiberium sucks
    >> Anonymous 10/26/10(Tue)18:05 No.12581090
    >>12581030
    You do when you put a swastika on it.
    >> Anonymous 10/26/10(Tue)18:05 No.12581091
    >>12581070

    I'd just like to point out the Harriers on the far left that are about to wreck the shit out of those tanks.
    >> Anonymous 10/26/10(Tue)18:05 No.12581096
    I am both confused and intrigued.

    Googling doesn't seem to help so...

    Is this legit? If so, where can I find info on it?
    >> Anonymous 10/26/10(Tue)18:06 No.12581107
    >>12581096
    It's not.

    They're playing Pretend.
    >> Anonymous 10/26/10(Tue)18:06 No.12581108
         File1288130812.jpg-(21 KB, 430x320, cnc-kane-1.jpg)
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    >10000 credit battle
    >Decide to mess with opponent and build two obelisks at the start of the match.
    >My face when he has no artillery to deal with them.

    Fucking heavy vehicles, how do they work?
    >> Anonymous 10/26/10(Tue)18:07 No.12581116
         File1288130850.jpg-(26 KB, 350x350, 0000627541_350.jpg)
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    >>12581042
    there going to give us a add on called renegade
    GDI gets a commando codenamed Havoc. He looks OP as hell like a one man army
    >> Anonymous 10/26/10(Tue)18:07 No.12581117
    >>12581091
    >RA2 edition Apoc tanks
    >Harriers unleash payload
    >Apoc tanks' armor isn't even scratched
    >Harriers are instantly destroyed by Apocs' missile launchers

    Just be glad Apoc tanks can't take up missile launchers anymore in the RA3 edition.
    >> Anonymous 10/26/10(Tue)18:08 No.12581120
    >>12581107
    :(
    Goddammit TG now I'm sad.
    >> Anonymous 10/26/10(Tue)18:08 No.12581121
    >>12581117

    That picture is from the Allied Victory cutscene of RA2. Yes those tanks get their shit ruined.
    >> Anonymous 10/26/10(Tue)18:10 No.12581138
    >>12581120
    Operation successful gentleman, we made this anon sad. job well done.
    >> Anonymous 10/26/10(Tue)18:10 No.12581139
    hay gaiz anybody play generals here the new codex is so cool for the america the GDI is sucks because they don't have laser missles
    >> Anonymous 10/26/10(Tue)18:10 No.12581140
    >>12581121
    >Taking a cutscene seriously
    >Allied victory
    >Allies

    Yeah, the Ultramarines of Red Alert. I wonder when RA will get some real writers and not some hack that watches Saturday morning cartoons...
    >> Anonymous 10/26/10(Tue)18:11 No.12581147
         File1288131066.png-(186 KB, 381x380, BABBY.png)
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    >My face when none of this exists.

    I am saddened, /tg/. Warhammer tabletop with base building, resource collection, and C&C troops? I was almost shitting bricks for a minute.
    >> Anonymous 10/26/10(Tue)18:11 No.12581149
    >>12581116
    Oh god no please don't let this be true. Nod players are going to get fucked over by this
    >> Paragon Scriptarius 10/26/10(Tue)18:12 No.12581152
    >Soviets get updated rules
    >Yuri gets jack shit
    Fuck this noise. I'm sticking with Yuri even if he is outdated.
    >A NEW COMRADE JOINS US!
    >> Anonymous 10/26/10(Tue)18:12 No.12581153
    >>12581139
    gtfo n00b
    >> Anonymous 10/26/10(Tue)18:12 No.12581157
    >>12581139
    I used to play Generals, but I got tired of dealing with Jarmens always sniping my drivers. Also, ANTHRAX, ANTHRAX EVERYWHERE.
    >> Anonymous 10/26/10(Tue)18:13 No.12581158
    >>12581140
    Them being corny Saturday morning cartoon heroes was the entire point of the game.
    >> Anonymous 10/26/10(Tue)18:13 No.12581161
    >>12580929
    Steel Talons, motherfuckers.

    I can't hear you over the sound of my mechs.
    >> Paragon Scriptarius 10/26/10(Tue)18:14 No.12581168
    >>12581157
    Ha ha, infidels gonna infid.
    Also fuck China and it's nuclear holocaust bullshit.
    The Overlord is still one sexy model though. I might need to convert another hijacked one for my GLA.
    >> Anonymous 10/26/10(Tue)18:16 No.12581178
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    >>12581168
    cry more oh and your going to love my nuke migs
    >> Anonymous 10/26/10(Tue)18:16 No.12581180
    >>12581168
    I don't get it with those GLA players and hijackers. If you're gonna hijack my tanks, hijack all of them at once or enough so that they actually survive. All GLA players ever do is just hijack one of my Overlords only for it to get instantly raped by the rest of my armored column.
    >> TG_GENERAL_Heavy 10/26/10(Tue)18:21 No.12581210
    >>12581178
    This ass hole is the reason I went to GDI! FUCK YOUR NUKES!
    >> Anonymous 10/26/10(Tue)18:24 No.12581231
         File1288131847.png-(379 KB, 800x600, Problem, USA and GLA playe(...).png)
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    >mfw they let me use General Leang
    >> Anonymous 10/26/10(Tue)18:24 No.12581233
    Ex-Allied player here. Use to play Allied up until 2.5 when they released the new rules along with Yuri that stopped you spamming out heroes. No more Tanya rushes for me! :(
    >> Anonymous 10/26/10(Tue)18:27 No.12581260
    >>12581233

    Just use the Navy Seals.
    As for Tanya, they improved her, where she can also det pack vehicles and is now immune to psychics.
    >> Paragon Scriptarius 10/26/10(Tue)18:30 No.12581279
    >>12581178
    >nuke migs
    Your mother was an infider
    >> Anonymous 10/26/10(Tue)18:30 No.12581282
    In all seriousness, a CNC wargame would rock.
    >> Anonymous 10/26/10(Tue)18:30 No.12581283
    Anyone here use Crazy Ivans ever? I always liked them but they were too situational for me.
    >> Anonymous 10/26/10(Tue)18:31 No.12581296
    Yuri army is my main (Mastermind/Yuri Prime list, gets the people at my FLGS all riled up), but I do run a Traveler Scrin force from time to time.

    What can I say? I'm a sucker for mind control.
    >> Anonymous 10/26/10(Tue)18:31 No.12581297
    >>12581024
    >>12581079
    >50,000 Credit Army List

    >HQ
    MARV w/ 2 Anti-infantry turrets and 2 Rocket turrets - 6200

    >Troops
    8 Rifleman Squads w/ AP Ammo and Composite Armor Wargear - 2400+2500+2000
    8 Missile Squads w/ Composite Armor Wargear - 2400+2000
    4 Repair APCs - 2800
    2 Mutant Mercenary Squads

    >Fast Attack
    9 Wolverines w/ AP Ammo Wargear - 8100+2500
    6 Pitbulls w/ Mortar Wargear - 4200+2000

    >Heavy
    4 Titans w/ Railgun Wargear and Adaptive Armor Wargear - 5200+5000+1500
    >> Paragon Scriptarius 10/26/10(Tue)18:32 No.12581301
    >>12581260
    >immune to psychics
    Goddamnit this is why I'm almost ready to drop Yuri and just go GLA full time.
    >> Anonymous 10/26/10(Tue)18:32 No.12581303
    RA 2.5 Soviet player here.

    I run with Boris and a shitload of Tesla Troopers all shoved into Flak Tracks.

    It's not the best strategy, but it's fun zooming wildly across maps.
    >> Anonymous 10/26/10(Tue)18:33 No.12581316
    Not liking the 3.0e RA rules, too corny. Plus Empire sucks. Bring back Yuri!
    >> Anonymous 10/26/10(Tue)18:33 No.12581318
    >>12581301

    Tanya dies like a bitch to dedicated anti-infantry weapons, though.
    >> Anonymous 10/26/10(Tue)18:35 No.12581342
         File1288132548.jpg-(11 KB, 300x300, 937480-433118_carville_large_s(...).jpg)
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    >>12581140

    Red Alert is an even more obvious self-parody than 40k.

    And I have to notice that every addition to the RA series comes after the Allies winning the last one. Presumably, they always win because General Carville is their spiritual liege.
    >> Anonymous 10/26/10(Tue)18:36 No.12581346
    >>12581297
    >Repair APCs

    MOTHERFUCKER

    It's assholes like you that make beating the Steel Talons IMPOSSIBLE!
    >> TG_GENERAL_Heavy 10/26/10(Tue)18:37 No.12581358
    >>12581342
    I have to say this....DON'T OPEN THAT DOOR GENERAL!!!
    >> Anonymous 10/26/10(Tue)18:38 No.12581369
    >>12581086
    Hah, one of my regular opponents decided to run a Conscript force - max infantry in Conscripts, and the bare minimum (I think a Flak Tack and maybe an engineer or two.

    I burned all my dough on Tanya and a couple of Grizzlies.

    He retaliated by swapping half his Cons for Dogs, for the speed to bumrush Tanya while my tanks was away in the Red Tide.

    Then Yuri's lists came out.
    Ain't shit going to fuck up a bumrush at the Personality like your first wave turning round to eat the second one.
    Add Gatling tanks to taste.
    >> Anonymous 10/26/10(Tue)18:39 No.12581375
    >>12581316
    >too corny
    Just wait for 3.5
    >> Crix !!nLvSV/0cRma 10/26/10(Tue)18:39 No.12581377
         File1288132768.jpg-(240 KB, 800x600, churchill contacts the allies.jpg)
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    >>12581342
    general carville is my spiritual liege
    >> Anonymous 10/26/10(Tue)18:41 No.12581398
    I remember back in the day, I used to run Seth as my HQ choice, just to get more raider buggies since he was so cheap on credits. Then, when era 2 came out, I used Oxanna for a while, but it just wasn't the same.
    >> Anonymous 10/26/10(Tue)18:42 No.12581400
    lol, all you newfags argue about your GLA and soviet and allied bullshit, I bet you fags wouldn't dare challeng my 2000 point first ed. Nod army.
    >> Anonymous 10/26/10(Tue)18:44 No.12581410
    >>12581301
    GATLING TANKS, DO YOU USE THEM? The only real hero unit that's a fucking monster is Boris in 2.5e. He's the only one that actively destroy defenses from a distance. Tanya is a bitch compared to him.
    >> Anonymous 10/26/10(Tue)18:45 No.12581418
         File1288133132.jpg-(250 KB, 1000x665, tesla_red_alert_2_full_1000.jpg)
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    just found this pic online. dafuck?
    >> Anonymous 10/26/10(Tue)18:46 No.12581426
    >>12581180
    Disruption, deflection, distraction.

    "GODDAMNIT FUCK ANOTHER ONE! what is even the point of that?"

    "Holy fuck when did .they. get .there?"

    *Bang*
    >>   10/26/10(Tue)18:47 No.12581431
    ZOCOM here, rollin' with zone raider/hammerheads and zone shatterers.

    Haters gon' hate.
    >> Anonymous 10/26/10(Tue)18:48 No.12581435
    >>12581400
    Nod 1st ed? Pffft. Whatever. I've still got a Heavy Troopers-based Harkonnen army in the attic.
    >> Anonymous 10/26/10(Tue)18:48 No.12581436
         File1288133327.jpg-(24 KB, 400x365, trollface2.jpg)
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    >>12581346
    >Send MARV and Titans ahead of force, leave half the infantry to use their Dig In ability and hold objective
    >Send Wolverines, Pitbulls, and other infantry to mop up as MARV and Titans pass
    >Repair APCs keeping MARV and Titans from taking damage the whole way
    >my face

    Problem, Nod?
    >> Anonymous 10/26/10(Tue)18:58 No.12581516
         File1288133934.jpg-(84 KB, 450x281, tychus.jpg)
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    >>12581297
    >Mfw no Mammoth Tanks
    >> Anonymous 10/26/10(Tue)18:59 No.12581523
    i run a Nod tib-war 3 blob army myself
    >HQ
    Command squad
    General
    2x Blackhand with Heavy MGs
    Medic
    4 Militia vets with 2 shotguns and 2 RPGs

    >Elites
    2x Black hand with Autoguns and 2 flamers each.

    >Troops
    8x Militia squads at conscript rank armed with SMGs, Assault rifles, Grenades and Confessors.
    2x Missile squads at trained rank.

    >Fast attack
    Shadow team with infiltrate and Glider insertion rule. (Trained rank)
    2x warbuggies
    2x warbikes

    >Heavy Support
    Venom armed with Disruption pods and laser.
    Flame tank with extra armour
    >> Crix !!nLvSV/0cRma 10/26/10(Tue)19:00 No.12581533
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    >just a bunch of PLAYING PRETEND
    >no actual rules

    I guess.
    >> Anonymous 10/26/10(Tue)19:01 No.12581537
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    Personally, 2e was my favorite, even playing today. It's really aged well in my opinion. 3rd is still great though, especially 3.5e. I just love the fluff behind Marked of Kane, even if they're not so great on the tabletop.

    CABAL is even better plot-wise, but the models were really meant to be an addition to a Nod army, and don't stand up too well on their own. Core Defender is a beast, but it is fucking expensive, and everyone focuses on taking it down ASAP. It can draw fire away from your other troops, but it's not worth the point cost. I'd rather use CABAL Obelisk / Obelisk of Darkness combo behind some Firestorm walls. The obelisks cost about the same and I normally have a few firestorm barriers up anyway.
    >> Anonymous 10/26/10(Tue)19:01 No.12581541
    >>12581297
    >infantry
    >Steel Talons army
    >ohshitniggerwhatareyoudoing.jpg
    >> Anonymous 10/26/10(Tue)19:19 No.12581698
    This thread just got me thinking

    We should do something similar to Mass Workshop's project and make a C&C tabletop wargame based on 40k rules

    It's not real, but we'll make it real.
    >> Anonymous 10/26/10(Tue)19:21 No.12581728
    >>12581698
    Mass workshop got a rule set?
    >> Anonymous 10/26/10(Tue)19:23 No.12581752
    >>12581728
    It's in the testing phase, last I checked. I think someone playtested it and said 'looks good'.
    >> Anonymous 10/26/10(Tue)19:27 No.12581794
         File1288135656.jpg-(61 KB, 533x800, NodTrollface.jpg)
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    >Scrin player holds army in reserve for the whole first turn
    >I infiltrate all my Stealth Tanks to his side of the table and space them closely enough to deny him any space to deploy
    >win instantly
    >my face
    >> Paragon Scriptarius 10/26/10(Tue)19:29 No.12581818
    >>12581698
    Sounds like a plan.
    Do we want base building in it?
    Or possibly bases as units you must protect and they provide more soldiers?
    >> Anonymous 10/26/10(Tue)19:32 No.12581837
    >>12581818
    Ehh. Part of me wants to say 'yeah, base building, because C&C', but, that might not be so conducive to crunch, y'know?
    >> Anonymous 10/26/10(Tue)19:34 No.12581851
    >GDI Black Ops
    >use Drop Troopers with illegal Nod chemical weapons
    >put the rest of my points in a -CLASSIFIED- Mammoth Mk 2
    >infiltrating Mutant Commandos hidden across the board

    COME AT ME BRO!
    >> Paragon Scriptarius 10/26/10(Tue)19:38 No.12581884
    >>12581837
    However it would make it feel less like a 40k reskin like Mass Workshop.
    >> Anonymous 10/26/10(Tue)19:41 No.12581909
    >>12581884
    Yeah, good point. Here's an idea; Players use their points to purchase defensive structures, support-power structures, and unit-production structures. The structures constantly produce units, or permit a player to use a given support power every X turns, with the defensive structures keeping enemy forces away. Destroy the enemy's base to win.
    >> Anonymous 10/26/10(Tue)19:41 No.12581915
    >>12581837
    Base building wouldn't really fit into a tabletop version. It should be focused on armies fighting each other, if we do that it should be easier than mass effect to set up, since the units are already defined. It should probably be based on Kane's Wrath, since it has the best variety of factions.
    >> Anonymous 10/26/10(Tue)19:42 No.12581918
    >>12581909
    >buy nothing but defensive structures
    COME AT ME BRO
    >> Anonymous 10/26/10(Tue)19:42 No.12581923
    >>12581909
    this could work.
    you could buy engineers as attachments to squads and can capture buildings
    >> Anonymous 10/26/10(Tue)19:45 No.12581965
    >>12581915

    Meh, instead of two warhams tables, you fit one C&C table to make up for space concerns.
    >> Anonymous 10/26/10(Tue)19:51 No.12582038
    >>12581909
    Base building is probably out, but setting up a base might be a good idea. Players can spend points structures the same as units, and they are always deployed at the beginning. Rather than producing units though, I think buildings should give players access to unit types through the game's tech tree. In my opinion, tiberium harvesting and such would slow down the game too much. With buildings, if players want to use vehicles, for example, they need a Construction Yard / Power Plant, which would be required for everyone, and a War Factory for vehicles.
    >> Anonymous 10/26/10(Tue)20:30 No.12582441
    >>12581918

    War Factory w/ Prism Tanks

    >I AM AMUSED BY ENTIRE EETSY BEETSY TEENY BASE
    >> Paragon Scriptarius 10/26/10(Tue)20:37 No.12582505
    So how's this:
    -each player has a base HQ, which the opponent must destroy to win
    -the player can spend points on units, tech buildings that unlock other units, production buildings that supply reinforcements and defencive buildings that act like stationary units with big guns.
    -each turn you can move your units, shoot (or assault into close combat with certain units) and deploy reinforcements
    -only some types of unit can be reinforced/produced, others are lost permanently when destroyed
    -engineers can capture/disable buildings
    -hero units are limited to 1 or 2 per side
    -bases are set up first, then units
    -turrets can not fire upon enemy buildings or into the enemy deployment zone
    >> Anonymous 10/26/10(Tue)20:39 No.12582519
    Since about 90% of the GLA players I go against just play rocket buggy and RPG spam, I totally troll them by bringing my Laser list. Just tons of Paladins and Avengers giving me saves against every rocket and missile fired at me pretty much neuters all of their firepower. My Avengers just sit back and covery my Crusaders and Paladins as they proceed to blow the shit out of them. Can you believe that Avengers are also AA units and can give friendly units rerolls to hit? That shit is totally OP.
    >> Anonymous 10/26/10(Tue)20:42 No.12582555
    >>12582505
    maybe allow shadows and snipers to be upgradeable with off map artillary that can only be used once?
    >> Anonymous 10/26/10(Tue)20:43 No.12582559
    >>12582519

    If the GLA has no fighters, and no AA beyond flak and Stingers, why don't USA / China just send their planes in at 30,000 feet and bomb the shit out of the GLA? Someone's gone full retard if they keep sending their planes in at low level.

    And a thousand lols @ Auroras. After they release their payload they fly SLOWER? Who the hell wrote this?
    >> Anonymous 10/26/10(Tue)20:51 No.12582642
    >>12582519
    Lasers as a doctrine is broken as all fuck.
    Never was, never has been a good idea.
    I think any ONE of those three would have bee acceptable, any two pretty damn good, but all three?
    Bullshit.
    Pinpoint Townes is verging on spiritual liege territory.

    >>12582559
    Yeah, Auroras pissed the fuck out of me.
    Mostly the fact that they were basically cruise missiles against any half-way competent base defence.
    >> Paragon Scriptarius 10/26/10(Tue)20:53 No.12582668
    >>12582555
    Sounds like a plan.
    Now it's been ages since I last played any C&C (and I can't get my Win7 machine to run RA3) so I won't be of much use for unit design on this one I'm afraid...
    >> Anonymous 10/26/10(Tue)20:54 No.12582680
    >>12582559
    I know, right? Reminds me of this one time where some GLA player claimed he could use Jarman to snipe my Raptors. Nothing a couple of well placed Pathfinders couldn't solve, though.

    >>12582642
    No, they're not cruise missiles.

    They're EXPENSIVE cruise missiles.
    >> Anonymous 10/26/10(Tue)20:59 No.12582746
    is this archived yet?
    >> Anonymous 10/26/10(Tue)21:07 No.12582827
    Got to writing on tabletop rules. Will probably need quite a bit of reworking.

    Stage 1: Base construction
    Players start with X amount of credits and an MCV. Deploy the MCV anywhere in your starting zone, which creates your Construction Yard. The Construction Yard allows you to rebuild buildings.

    Once this is up, you may place other buildings in a radius around your MCV (Or just on your side of the board to keep it simple.). From your starting funds, subtract the cost of each building when you place them. You must have the prerequisites on the tech tree before you can place a building.

    Buildings are made up of production buildings, which build units, tech buildings, which provide a special global ability and access to advanced units, refineries, which harvest tiberium and convert it into credits, and power plants, which are required to use buildings.

    Power plants provide power to your base, and if the current amount of power drops below the required amount, base defenses and tech building abilities shut down.

    Production builds allow you to build units each turn. Each base can produce a certain amount of units per turn, provided you have the credits to pay for them.

    Tech buildings provide access to advanced units and also grant each side a global ability that can be used. For example, building a Temple of NOD not only grants access to Chemical Troopers, but also allows a player to call down a nuclear strike anywhere on the map after a certain amount of time has passed.

    Once players have finished placing buildings, the skirmish begins.
    >> Anonymous 10/26/10(Tue)21:08 No.12582834
    I always get curbstomped by Soviet Mammoth Tanks+Volkov & Chitskoy+V2+Tesla Troopers

    What should I use to counter those?
    >> Anonymous 10/26/10(Tue)21:10 No.12582855
    >>12582834

    Nothing, because you're playing Allied in RA1.
    >> Anonymous 10/26/10(Tue)21:11 No.12582868
    >>12582855
    so should I switch to RA2?

    DAT BATTLE FORTRESS loaded with Chrono Legionnaires looks great
    >> Anonymous 10/26/10(Tue)21:12 No.12582872
    >>12582827
    Oops, forgot to explain how the refinery works.

    The refinery comes with a harvester unit that moves to tiberium patches and brings them back to base. Each turn, place the harvester on the nearest tiberium patch. At the start of your next turn, if the harvester is still in play, move it back to the refinery and remove the tiberium harvested. You gain credits each time the harvester makes its delivery.

    Up to two harvesters can work from one refinery, one harvesting in the field, and one dropping off tiberium.
    >> Anonymous 10/26/10(Tue)21:12 No.12582879
    >>12582868

    Go British Allies in that for the Yuri players.

    Stuff a second Battle Fortress with Snipers.
    >> Anonymous 10/26/10(Tue)21:13 No.12582880
    >>12582834
    >Volkov & Chitskoy
    Nostalgia'd hard.
    >> Anonymous 10/26/10(Tue)21:13 No.12582882
    >>12582868
    don't bother with chronos
    use GI's and guardians

    or switch to a RA3 list
    >> Anonymous 10/26/10(Tue)21:15 No.12582899
    CONSCRIPTS! SO MANY CONSCRIPTS!
    >> Anonymous 10/26/10(Tue)21:15 No.12582909
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    >>12582899
    FORGOT PIC!
    >> Anonymous 10/26/10(Tue)21:16 No.12582913
    >>12582827
    >>12582872
    Tiberium harvesting seems pointless. Keep it streamlined, don't bog it down with pointless mechanics.
    Generators can stay, but refineries I do not like.
    >> Anonymous 10/26/10(Tue)21:17 No.12582923
         File1288142252.jpg-(23 KB, 310x490, BrosephBackround.jpg)
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    >>12582909

    Well trained and equipped conscripts? That rather defeats the purpose of having conscripts doesn't it, Comrade Anon?
    >> Anonymous 10/26/10(Tue)21:17 No.12582927
    >>12582909
    >>12582899
    thats fucking baddass
    >> Anonymous 10/26/10(Tue)21:18 No.12582935
    >>12582868
    guardian GIs in your battlefortresses rapes everything short of psychic units, and for less than half the price of chrono legionaires.
    >> Anonymous 10/26/10(Tue)21:18 No.12582941
    so any GDI players use Juggernaut+Disruptor combo?
    >> Anonymous 10/26/10(Tue)21:19 No.12582952
    >>12582923
    They're still the cheapest units you can possibly get and they rack up promotions like it's no ones business.
    >> Anonymous 10/26/10(Tue)21:19 No.12582953
    Gotta love Firestorm-era pre-Cabal rebellion all-cyborg lists. Just Cyborgs, Cyborg Reapers, and Cyborg Commandos. Your anti-infantry weapons are worthless.
    >> Anonymous 10/26/10(Tue)21:22 No.12582988
    JESUS CHRIST SOME STUPID FUCK ARCHIVED THIS WRONG!
    >> Anonymous 10/26/10(Tue)21:23 No.12583017
    >>12582988
    cant be that bad
    >homestuck thread
    FFFFFFFFFUUUUUUUUUUUUUUUUUUUUUU-
    >> Anonymous 10/26/10(Tue)21:24 No.12583021
         File1288142653.gif-(11 KB, 200x200, GIRA2.gif)
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    Don't mind me, just being the best standard foot unit in the game.
    >> Anonymous 10/26/10(Tue)21:25 No.12583035
    anyone gonna archive this thread right?
    >> Anonymous 10/26/10(Tue)21:25 No.12583039
    >>12583021

    SIR YES SIR
    HOOAH

    I love how the cutscenes actually did use roided out GIs using M60s like rifles.
    >> Anonymous 10/26/10(Tue)21:26 No.12583051
    Defensive buildings are unique in that they act like immobile units, EXCEPT they can immiditely make an attack against an enemy during the enemy's turn. It is assumed the defensive building takes a shot at the enemy while they are coming into range.

    Stage 2: Skirmish Battle
    In the skirmish phase, players begin by spending credits to build units. First, return in harvesters out in the field to their refineries and move any in refineries out into the nearest tiberium field. Add the credits to your reserve once you have done so.

    Each unit has a "time" stat that shows how fast it can be built from a production building. For example, the "Minigunner" has a time stat of 10%. This means it takes 10% of a turn to deploy a Minigunner. In this way, a player could have a Hand of NOD build 10 Minigunners in a turn, as 10 * 10% = 100%. The time rule acts per building, so multiple Hands of NOD allow you to deploy more infantry in a turn. These rules work similar for the Airstrip and Construction Yard as well.

    With the Construction Yard, some buildings take more than one turn to reconstruct. For example, while a Hand of NOD has a time stat of 50%, the Tech Lab has a time stat of 300%; in other words, it takes three turns to rebuild a Tech Lab. To build the Lab, you'll need to pay for it in credits at the start of a turn, and three turns later, the building will finish construction and be placed on the battlefield again.
    >> Anonymous 10/26/10(Tue)21:28 No.12583072
    >>12582988
    >>12583017
    oh for fucks sake
    >> Anonymous 10/26/10(Tue)21:29 No.12583086
    >>12582913
    I was thinking of keeping them in because they deter turtle strategies. A player can't hunker down and trollface in his base with a ton of defense, he has to maintain control of tiberium fields so he can get the money to do things.

    Or at least the theory goes. In practice, this first edition of rules seems like it greatly favors turtling with base rebuilding and defensive buildings. Something to curb that, like cutting off the income of a player, would help quite a bit and prevent games for going on past six hours.
    >> Anonymous 10/26/10(Tue)21:30 No.12583088
    TWIII Straight ZOCOM list. Don't mind me just being GDI's leading experts on Tiberium Operations.
    >> Anonymous 10/26/10(Tue)21:30 No.12583095
    >>12583039
    Loved how they actually resembled the units in the game, made me wanna run a guard vet army using SM scouts with cadian heads and catachan arms and add heavy bolters everwhere.
    >> Anonymous 10/26/10(Tue)21:33 No.12583116
    Really sucks playing an RA list with tib terrain vs a tib list.
    >> Anonymous 10/26/10(Tue)21:37 No.12583157
    >>12583116
    what faction are you using anyway?
    Unless you are using RA1 Allies you are kinda screwed
    >> Anonymous 10/26/10(Tue)21:39 No.12583176
    >>12583157
    RA2, infantry heavy, thinking of adding flaktracks to get them around safely
    >> That One Techpriest 10/26/10(Tue)21:39 No.12583183
    Oh god, I still remember killing everyone with GI and Guardian GI swarm lists. Never big as Conscript Hoard lists but it still kills everything off. Take the British lists for Snipers and even Yuri armies have the hardest fucking time getting near me without being mauled.
    >> Anonymous 10/26/10(Tue)21:40 No.12583200
    >>12583051
    After production of units is complete, the current player will be able to move his units. Right now, I don't have much depth on how this is done, but the idea is it follows rules similar to Warhammer, in that there is a movement phase and then a shooting phase. The units in C&C tabletop are all independent, however, and generally have much longer movement ranges than their Warhammer counterparts. Also, the total unit count is kept fairly low to prevent turns from lasting longer than five to ten minutes.

    Global abilities are granted to players after a building has been in play for a certain amount of time. For instance, the Temple of NOD allows a player to launch a tactical nuclear missle after X turns, which kills infantry and light vehicles while doing heavy damage to tanks and buildings. The GDI Comm Center allows the GDI player to call in a napalm strike airstrike, which kills infantry in a line.
    >> Anonymous 10/26/10(Tue)21:44 No.12583239
    >>12583176
    would spamming Desolators work?
    >> Anonymous 10/26/10(Tue)21:52 No.12583328
    Turn Example:
    NOD Player and his counterpart, GDI Player are playing a quick game, in which each side is given a Power Plant, a Barracks/Hand of NOD, and a Refinery.

    During the start of NOD Player's turn, his harvester returns and grants him 1000 more credits. NOD Player uses this money to build 7 Minigunners and 2 Rocket Soldiers. The Minigunners have a time stat of 10%, for 7 * 10% = 70%, and the Rocket Soldiers have a time stat of 15%, for a total of 2 * 15% = 30%. This uses up 100% of the Hand of NOD's turn building these troops.

    Each Minigunner costs $100 and each Rocket Soldier costs $150, so in total, the troops built cost $1000 this turn, which is deducted from NOD Player's total credits.

    The troops move out in an attempt to attack GDI Player's harvester, which is out in a Tiberium field close to NOD Player's base. The two Rocket Soldiers attack, dealing only light damage to the harvester this turn. The minigunners take up defensive positions just outside the Tiberium Field.
    >> Anonymous 10/27/10(Wed)00:04 No.12584664
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    >>12583328
    I think it should be based off Tiberian Sun though, since that has more diversity between GDI and Nod, and feels like a definite step forward from the original.
    >> Anonymous 10/27/10(Wed)00:51 No.12585145
    >>12584664
    Right now, I'm trying to make the system generic enough where it could fit any of the C&Cs. I chose Tiberium Dawn though just because it was the first, although with a change to the army lists, you could easily move it up to Tiberium Sun or even Tiberium Twilight.

    Tonight, I was interested in creating the base building mechanics and the resource gathering, since that's currently not offered in most tabletops currently and something that could be unique to C&C. I'm thinking I might actually continue work on it and refine the system some with a few playtests, make sure pacing is good and the core idea isn't flawed.
    >> Anonymous 10/27/10(Wed)03:05 No.12586522
    >>12583328
    This sounds like it might almost work.

    Needs brushing up and all that jazz, obviously, but as a concept it could function.

    Also bumping to make it available to a new generation of /tg/.
    >> Anonymous 10/27/10(Wed)03:24 No.12586716
    Zocom GDI here. Hammerheads and zone raiders all up in this.

    Also tend to purchase an ion cannon strike or two, just for flavor.

    And before anyone suggests I don't have enough anti-armor....

    MARV + 2 grenadiers + 2 rocket troopers. And I can fit a two predator escort in there too.

    GDI win everything forever.
    >> Anonymous 10/27/10(Wed)05:35 No.12587582
    bumpin
    >> Anonymous 10/27/10(Wed)05:54 No.12587652
    Just my 2 cents
    -drop the resource gathering, keep the bases
    -make this work in both Red Alert and C&C, not just C&C
    >> Anonymous 10/27/10(Wed)06:29 No.12587788
    >>12587652

    The resource gathering seems like it would be a bit clumsy in game but I like the idea, perhaps instead of having harvesters you set up some tiberium counters (that represent a field) and whoever controls those counters on the board gets the resources, no twoing and froing with harvesters?

    Switching between Red Alert and C&C would seem simple enough, applying the same core rules to different units and maybe some variation in playstyle.
    >> Anonymous 10/27/10(Wed)09:23 No.12588581
    2 cents...
    Miniatures need to be in 1/285th scale... that way you can have a larger scale than skirmish scale 28-32mm that GW wants to do things...

    That way you can have the ranges feel appropriate to the computer incarnation... plus, if on a larger table, easier to model the buildings for actual bases...
    >> Anonymous 10/27/10(Wed)09:27 No.12588599
    You're now realising that the Firestorm defence is a reverse engineered Iron Curtain, and that GDI = good Soviets and that Nod = evil Allies.
    >> Anonymous 10/27/10(Wed)09:29 No.12588606
    >>12588599
    >implying Nod isn't the one true hope of humanity
    >> Anonymous 10/27/10(Wed)11:23 No.12589095
         File1288193017.jpg-(145 KB, 640x480, Kane_with_Stalin.jpg)
    145 KB
    >>12588599
    Kane was one of the advisors of Stalin though.
    >> Anonymous 10/27/10(Wed)11:32 No.12589162
    >>12589095
    I realise that.

    Over time, the Allies changed their tactics and started resembling the Soviets.
    >> ameribro !T5SER6NVXI 10/27/10(Wed)11:36 No.12589194
    trying a trip on your slow ass board
    >> Anonymous 10/27/10(Wed)12:05 No.12589374
         File1288195548.jpg-(329 KB, 957x4310, WestwoodLives.jpg)
    329 KB
    I loved 1-4th edition...then that EA prick came onboard and ruined the game.

    "Oh look lets spend all our money on getting big names to appear in pretty pictures in the rule book rather than on MAKING THE FUCKING GAMES GOOD!"
    >> Anonymous 10/27/10(Wed)14:08 No.12590249
    >>12589162
    I believe it happened in the ant missions in RA1, if you want to pretend that's cannon (Which really wouldn't be too far out in the RA universe, all things considered.). Basically, the units you control in those missions are a mix of both Allied and Soviet units.

    Speaking of which... ant army joke codex, lol.
    >> Anonymous 10/27/10(Wed)14:15 No.12590289
    >>12581283
    1) Get 15 chrono-ivans.
    2) manage to set them close to enemy main battleforce w/out alerting them
    3) ????
    4) There is profit. Profit everywhere.
    >> Anonymous 10/27/10(Wed)14:31 No.12590398
    >>12590289
    Step 2 causes problems.

    I did love dynamiting cows and shit like that.

    Especially when you could make it tactically useful, rather than just sad and a bit creepy.
    >> Anonymous 10/27/10(Wed)14:35 No.12590427
    >>12590398
    It causes problems, but is doable. Especially if you've got the main force distracted as they teleport in. Just gotta worry about their health.



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