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Old 02-20-2018, 03:23 AM   #8
Macunaima
 
Join Date: Jan 2007
Location: Rio de Janeiro, Nova Brasília
Default Re: Heavy Weapons, once again.

Take out the overrun capability and now you are at 3.55. If they can’t fire greater than one hex range when they are mounted, you could justify making them cost 3 points, or 1.5 infantry units.

Remembering that they can’t fire long range while transported or are doubled in overrun is less fiddly, to me, than remembering which heavy weapon unit has fired its missiles.

If you stay at 1-4 range with both those rules, you could justify a 4 point unit. Having them at range three and allowing them to double in overruns and fire while being transported justifies a cost of 4.

I mean, think about it: how many shots do you expect a platoon of these to get off? One or two. And they don’t have the effect of launching 9 attack points all at once, as three steps of HVY WPNs infantry do.

Granted, they violate Steve’s color text, but they don’t break the game.

Last edited by Macunaima; 02-20-2018 at 03:27 AM.
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