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Old 10-08-2018, 10:33 AM   #1
Cat
 
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Join Date: Dec 2016
Default Heavy Infantry Options

At our last game day, there was instant and unanimous decision agains using the Revised Rule version of Heavy Infantry. Keeping track of which figures have fired and how many reloads are left in trucks is just way too fiddly a mechanic.

What other rules have folks been using?

I'm leaning towards one of these, or even both options for different heavy types:

Missile Squad: 1/3 attack.

Gun Squad: 2/2 attack, does not double in overruns, may not fire the turn they dismount.
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Old 10-08-2018, 10:45 AM   #2
cephalopagus
 
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Default Re: Heavy Infantry Options

Cat Great idea I try to say away from any rule that turns the game into a slog.
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Old 10-08-2018, 10:48 AM   #3
dwalend
 
Join Date: Oct 2005
Default Re: Heavy Infantry Options

Quote:
Originally Posted by Cat View Post
At our last game day, there was instant and unanimous decision agains using the Revised Rule version of Heavy Infantry. Keeping track of which figures have fired and how many reloads are left in trucks is just way too fiddly a mechanic.
Unless you've got tokens on the table representing the munitions it's too hard. Even with those tokens it is a lot.

Quote:
What other rules have folks been using?
"No reloading" works OK. You just buy extra HWT if you need them, then swap the counters for regular INF as you go. (If you're tracking VPs killed, put the HWTs you swap in a different pile, and deal with the accounting chore. Or decide that whoever holds the field at the end wins.)

Quote:
I'm leaning towards one of these, or even both options for different heavy types:
Be moderately generous, as each specialist trades for two generic INF. That's giving up the ability to be in two different places, plus the ability to support each other (via D2 instead of D1, or position).
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Old 10-08-2018, 07:23 PM   #4
Tim Kauffman
 
Join Date: Jul 2014
Location: Pennsylvania
Default Re: Heavy Infantry Options

Interesting ideas.

Haven't playtested yet, but was thinking of something for Heavy/Assault Infantry which would allow them to attack first if they initiated a Overrun or were Overrun. If Overrunning enemy Assault Infantry, they still attack first.
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Old 10-08-2018, 09:27 PM   #5
dwalend
 
Join Date: Oct 2005
Default Re: Heavy Infantry Options

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Originally Posted by Tim Kauffman View Post
Haven't playtested yet, but was thinking of something for Heavy/Assault Infantry which would allow them to attack first if they initiated a Overrun or were Overrun. If Overrunning enemy Assault Infantry, they still attack first.
That's interesting. All the defenders get to fire first already...

...Would the assault Inf's whole side get to fire first when attacking? That could make for bad medicine for a SHVY?

Maybe they should also get 5X or 6X attack factors in the overrun. (The unit has to be competitive with two normal INF, so should get more than four attack factors.)
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Old 10-09-2018, 02:04 PM   #6
Tim Kauffman
 
Join Date: Jul 2014
Location: Pennsylvania
Default Re: Heavy Infantry Options

Quote:
Originally Posted by dwalend View Post
That's interesting. All the defenders get to fire first already...

...Would the assault Inf's whole side get to fire first when attacking? That could make for bad medicine for a SHVY?

Maybe they should also get 5X or 6X attack factors in the overrun. (The unit has to be competitive with two normal INF, so should get more than four attack factors.)
To be clear, if Assault Infantry Overrun enemy Assault Infantry the Assault Infantry that initiated the Overrun attacks first.

-or-

Assault Infantry always attack first when Initiating a Overrun.

I would say the attack first rule when Overrunning only applies to the Assault Infantry initiating the Overrun.

Being able to attack first in a Overrun is kind of a big deal. Maybe this is enough if it is added to a specialist Infantry unit like Cat suggested, or elsewhere. It may suit Rangers well.

Missile Squad: 1/3 attack. Always attack first when Initiating a Overrun.

Gun Squad: 2/2 attack, does not double in overruns, may not fire the turn they dismount. Always attack first when Initiating a Overrun.

Again, I haven't playtested, this just suggested itself to me when reading this thread.
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Old 01-25-2019, 08:50 AM   #7
Cat
 
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Default Re: Heavy Infantry Options

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Originally Posted by Cat View Post
I'm leaning towards one of these, or even both options for different heavy types:

Missile Squad: 1/3 attack.

Gun Squad: 2/2 attack, does not double in overruns, may not fire the turn they dismount.
Over the course of several different games and scenarios, local players have been choosing the Infantry Missile Teams over the Infantry Gun Teams. And they've been playing very nicely. So just for simplicity's sake, I'll be streamlining down to just that one option.
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