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Old 02-20-2018, 09:17 PM   #11
dwalend
 
Join Date: Oct 2005
Default Re: Heavy Weapons, once again.

Quote:
Originally Posted by Macunaima View Post
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.
I agree. I prefer "not fiddly at all." It plays better with the rest of the game. Every caveat can interact with other caveats, so fewer caveats is best.

Quote:
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.
I expect them to punch above their weight. First, they'd be better able to make use of cover, because they can choose to move into one of many hexes and still keep a target in range. Second, they can coordinate with regular INF to set up a layered defense while retaining INF mobility. I bet I could get three-four shots off, plus get better effect from my regular INF. One or two extra attack factors helps on the CRT as the INF attrite away.

I still might prefer 2INF to one sniper, just to provide more targets.

1 SHVY vs 3 snipers - I'd take the SHVY unless on a swamp map. I don't think I'd take them if the battlefield has enough clear terrain and roads to support MSLs.

Maybe that last comparison says we should be questioning Henry's calculator. Would you rather take 3 snipers or 2 MSL? No snipers at R3 if you get that choice. Two MSLs are likely more durable at D2 each, hit twice as hard, and not horribly immobile in the woods. Maybe you can just park them in the swamp

Given that, what does the forum think of A1 R4 D1 M2, doubled in overruns, can fire while mounted, takes two seats, for 4 VP each? I think it's worth a game at least.
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