Barebones, but it works.
http://i3.photobucket.com/albums/y74/Ev ... kFight.jpg
Screenshot of a battle underway. I'm not sure what the memory allotment is (standard for everyone involved, I believe). The game you're seeing is a four-player game, involving 2 teams of 2 players. Each player has a 2,000 point army, and my army consists of orks (hee, swarmlings.)
Everything seems to run smoothly. Albeit, our map isn't made of a graphicsgasm, but hey. Each unit on the board is a PC with vision, we've set up visionblocking to handle LOS. the text labels on the map (shootsing the guards and MIND BULLETS) are the tyranid player's way of remembering what has yet to be resolved before his turn was over (one of our players had to bail for the night, so we paused.)
We only use two macros: the Die Roller and the Scatterdice macro. Our Scatterdice macro had to be a bit of a compromise (generating one of 8 directions in N, S, E, W, NE, NW, SW, and SE) and it's only VERY lazily slapped together, but I'm about to sit down and rewrite it with a table for cleaner output.
The die roller:
Code: Select all
[h:Dieroll = 0]
[h: TotalOnes = 0]
[h: TotalTwos = 0]
[h: TotalThrees = 0]
[h: TotalFours = 0]
[h: TotalFives = 0]
[h: TotalSixes = 0]
[h: input(
"Dicepool|1|How many dice to roll? (max 30)"
)]
[r: Dicepool] Dice: [count(Dicepool), CODE:
{
[Rawroll = 1d6]
[h: Ones = IF(Rawroll == 1, 1, 0)]
[h: Twos = IF(Rawroll == 2, 1, 0)]
[h: Threes = IF(Rawroll == 3, 1, 0)]
[h: Fours = IF(Rawroll == 4, 1, 0)]
[h: Fives = IF(Rawroll == 5, 1, 0)]
[h: Sixes = IF(Rawroll == 6, 1, 0)]
[h: TotalOnes = TotalOnes + Ones]
[h: TotalTwos = TotalTwos + Twos]
[h: TotalThrees = TotalThrees + Threes]
[h: TotalFours = TotalFours + Fours]
[h: TotalFives = TotalFives + Fives]
[h: TotalSixes = TotalSixes + Sixes]
}]
<br>Ones: [r: TotalOnes]
<br>Twos: [r: TotalTwos]
<br>Threes: [r: TotalThrees]
<br>Fours: [r: TotalFours]
<br>Fives: [r: TotalFives]
<br>Sixes: [r: TotalSixes]
And the scatterdie macro:
Code: Select all
[h: Direction = 1d12]
Scatterdice result: [r: Direction]<br>
9, 10, 11, 12 = hit<br>
1: North<br>
2: Northeast<br>
3: East<br>
4: Southeast<br>
5: South<br>
6: Southwest<br>
7: West<br>
8: Northwest<br>
1d6 roll: [1d6]<br>
2d6 roll: [2d6]
Fortunately we haven't had to use/find a Blast Template or Flamer Template yet, though that can't be too difficult to pull off.
Again, this is really overly simple, and not entirely automated. But it gets the job done. Just, uh, take my advice - when you give your tokens vision for LOS checking? Don't set vision to Day or Night. leave Vision "off" - otherwise it's calculating 500+ token's vision and that, uh, really lagged it up. XD
edit: Not entirely sure why, but the die roller macro only rolls 30 dice at a time. If you feed it more than 30 dice at once, it reduces that number to 30 and then rolls that. So, in the case of my Waaagh!ing Ork Boyz (2 base attacks, +1 dual wielding, +1 charging, +1 from the wierdboy Warpath power) which come in units of 30, I need to use the roll macro 5 times.
Albeit, that's 150 dice, but still.