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Showing posts with the label Fallout: Wasteland Warfare

Evaluating the Cost/Benefit of Armor in Fallout Wasteland Warfare.

  FWW is the game I've barely played which I love to think the most about. In returning to the game, there's been one major change that I want to wrap my head around: Non-Robot and Creature models lack armor, and must buy it if they want it. This makes sense - frankly, I'm surprised this wasn't standard - and makes equipping models an interesting choice. At what point is the damage mitigation from the armor worth more than the ability to take more models? First, the math. Don't worry, it's VERY simple; d12s are pretty easy. Armor Ignore% 1DMG Ignore% 2DMG Ignore% 3DMG Ignore% 4DMG 1 33% hah hah haha 2 58% 25% nuh uh 3 83% 50% 25% naw 4 100% 67% 42% 17% Several things to note: Anything higher than 5 is just hedging against extra Damage or AP results from dice. Average base Weapon damage is 2. Black and Yellow dice have a 58% of increasing Damage against targets with Armor, Greens have a 33% chance. Absent armor, that turns to 50% for Blacks, 8% for Yellow, and 1...

New California Republic (NCR) Tactics & Overview, v5.2

 New California Republic (NCR) Tactics & Overview, v5.2   What makes the NCR SPECIAL? Well, it's their Faction rule, of course. Being able to swap a Reaction marker - which is normally only offensive - for a free piece of cover against one shot is quite solid. They also have a wide variety of excellent shooting models, with even your basic NCR Troopers being decent with the right guns. Their Uniques are also uniquely supportive - acting as excellent force multipliers. Lastly, all their models have at least two Expertise skills, and some have all three - though only a few have them at any high number - so you can in theory get by without dedicated objective runners. What makes them not SPECIAL? A complete lack of close combat. Only three models in the whole faction break 6 in the Melee skill, and only one model (which isn't any of the above) can beat STR 7 for the bonus Black. This also makes their vaunted Reaction Markers worth less against Melee-centric factions, as there...

Caesar's Legion Tactics & Overview v5.1

 CEASAR'S LEGION TACTICS & OVERVIEW, V5.1   Confession time: I never, EVER sided with Caesar's Legion for longer than it took for my cannibal to kill Caesar and eat his heart for the Meat of Champions perk. Even setting aside the goody-goody RP type who'd hate the sexist enslavers creating an empire doomed to collapse on the death of one man, there never seemed a good reason to back them even if creating a sociopath who wants all the power and glory: Why not just kill House and take over New Vegas if that's your jam? With that said, I kinda like Caesar's Legion in FWW. What makes them SPECIAL is solid all-round HP, sharply specialized models so you're not paying for stats you won't be using, and solid auras. What makes them not SPECIAL? Well... no Heavy Weapons aside from the Courier who's bad at it; no Chems or Power Armor; much like the BoS they have no cool special rules just restrictions and tactical choices that makes the Super Mutants look nuan...

Fallout Wasteland Warfare Armor, Clothing, Super Mutant Items, and Gear Tier List v5.0

ARMOR, CLOTHING, SM ITEMS, AND GEAR TIER LIST v5.0 Armor is among the most confusing and strange things in FWW - it's been errata'd several times and even now it's odd. These are the rules: Armor divides into two types, those that REPLACE the value on a model's card, and those that can ADD to it or ADD to a replacement card. A model may choose which Armor it uses when it's hit - the value on its card or on any REPLACE upgrade cards - not at the start of its activation . This differs from the rulebook, but as it stands is in errata - "I'll just change out of my Studly Leather Armor real quick!" A model may benefit from both Armor and Clothing which ADD values, but only one of each. A model may go beyond 4 Armor, but the additional only acts as a buffer against AP results on dice as the maximum that can be reduced is 4 - even if you stack 10 Armor and roll a 1 on the die, you still only block 1. Strong Armor can only go up to +1 regardless of how many ad...