10-08-2018, 10:33 AM | #1 |
Join Date: Dec 2016
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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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All-Purpose Gaming Blog: Goblinhall |
10-08-2018, 10:45 AM | #2 |
Join Date: Feb 2018
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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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10-08-2018, 10:48 AM | #3 | |||
Join Date: Oct 2005
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Re: Heavy Infantry Options
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10-08-2018, 07:23 PM | #4 |
Join Date: Jul 2014
Location: Pennsylvania
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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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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
10-08-2018, 09:27 PM | #5 | |
Join Date: Oct 2005
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Re: Heavy Infantry Options
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...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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10-09-2018, 02:04 PM | #6 | |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Heavy Infantry Options
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-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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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
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01-25-2019, 08:50 AM | #7 |
Join Date: Dec 2016
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Re: Heavy Infantry Options
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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All-Purpose Gaming Blog: Goblinhall |
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