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Post by comstar on May 27, 2013 7:52:58 GMT -5
It doesn't anymore it's for a second target.
Robin posted it a while back can't find it at the moment.
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Post by inrepose on May 27, 2013 11:12:47 GMT -5
Should have made that clearer for the FA on second target in the Errata. One for the feedback update.
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Post by timsnoddy on May 27, 2013 11:40:56 GMT -5
It doesn't anymore it's for a second target. Robin posted it a while back can't find it at the moment. Thanks, got it at last! This is a pretty significant change, I am sure others will have missed it too.
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Post by comstar on May 27, 2013 12:20:21 GMT -5
No worries It makes a lot more sense now how this works thanks to Robins PDF
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Post by baldlea on May 28, 2013 7:12:27 GMT -5
Item 7
Our problem with bikes was not really about movement as the Errata suggests. The problem was that, as a vehicle specialist, Page 30 says that once attacked, vehicles only have the option of moving away from the combat.
We need a rule whereby a biker (or similar) can stay in combat and continue to fight.
Now, it may be that the intention is different for Vehicle Specialists compared to normal vehicles and that they can stay in combat and use their Skill to fight. The Builder says that they can have two normal Gruntz weapons or one SA/Specialist weapon...presumably, this means they can choose close combat weapons.
Please confirm if this is the intention. If so then Barracks and Gruntomatic both need to be amended to allow all the smaller melee weapons to be selected.
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Post by Mr. Harold on May 28, 2013 7:49:11 GMT -5
Perhaps with bikers, the option would be to dismount and then continue on in CC... I see being on a bike as a major disadvantage in fighting CC... but I could see being able to disengage without the free strike maybe?
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Post by comstar on May 28, 2013 8:31:39 GMT -5
Lea and Harold the reason for moment change is for normal Gruntz Specialist (to become bikers not for vehicle specialists) is that they are just that normal Gruntz so act like infantry not vehicles so none of the vehicle issues will continue with close combat. This will be very similar to the commander as he has the same movement types. Plus hopefully both will get the newer ones that Robin came up with so you could have a Jabba the Hut for example Hope that helps guys.
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Post by baldlea on May 28, 2013 11:35:54 GMT -5
That sounds good and might suit some people's ideas for drones etc.
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wikkid
Sub General
Gruntz General
Posts: 236
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Post by wikkid on May 28, 2013 12:07:03 GMT -5
Hmm cannot download on my phone.
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Post by timvidlak on May 28, 2013 16:06:19 GMT -5
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Post by comstar on May 28, 2013 18:59:49 GMT -5
Hi timvidlak I think you mean the template size? If so current is 1-3 models 2" template and 4-6 is 4". I'm assuming it will be same 1-3 is 2" and 4+ will be 4". It same for Commander and Specialists which both only get 2" template. Also Granades no longer scatter as all you do is place template and roll to hit every target underneath at full damage. A little more dice rolling but simpler in action. Hope that helps
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Post by inrepose on Jun 7, 2013 4:56:02 GMT -5
Hi Everyone. I think my next plan now is to create some diagrams to slot into the errata. These will show examples of grenade scatter, full auto targeting etc. This will clarify these points further.
Then I will publish the Errata fully with the charts included and look at possibly moving the changes and fix's back into the PDF version. I am not sure if I should release a separate errata or simply just update the PDF directly. Any views from players as to preference? Either a separate PDF on the errata items or just an update PDF download of the full Gruntz rules on the Wargames Vault (as a free update to existing owners).
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GJD
Grunt
Bigger than a breadbox
Posts: 97
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Post by GJD on Jun 7, 2013 6:20:34 GMT -5
I'd suggest if you are errata-ing 1.1 it should be 1.2
I'd honestly prefer both, so I can have an up to date PDF and my hardcopy with the errata printed out and attached.
G.
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Post by brandu on Jun 7, 2013 14:57:55 GMT -5
Maybe I'm being pedantic or it's a translation thing from real English to American...
From the errata: #1: This is just weapon cost added as a squad member picks up the weapon. So a six man squad with 2 attachments you would make a eight man squad and add the extra weapons at cost
I thought the squads were built around the "6 man" set up so a six man squad with 2 attachments would be 4 men with regular weapons and 2 with the SA's?
-Patrick
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Post by comstar on Jun 7, 2013 16:54:23 GMT -5
Hi Patrick Squads can now be from 4 to 10 models. The Squad Attached weapons are purchased for one of the squad members so a 4 man fire team you purchase all the stats as required then half points then add weapons and perks. This includes upto two SA weapons. So say they wanted Laser Rifle as squad weapon and two medium laser SA weapons. So you have 4 troupers two with Laser Rifles and two medium laser SA weapons. Hope that helps
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