|
Post by baldlea on Jul 18, 2013 23:35:11 GMT -5
How do people deal with multiple attacks? We had a monster in our scenario driven game last week and all the towering beast could manage was maybe killing a single man each turn.
Not exactly Gor Gor, is it! I know Comstar house rules two attacks per combat for a Commander (to match their double-shoot) but surely some builds should be allowed multiple attacks.
|
|
stroezie
Sub General
As usual life gets in the way of gaming
Posts: 224
|
Post by stroezie on Jul 19, 2013 2:30:26 GMT -5
Why not treat it like a vehicle fiering its weapons (p.33), 2 weapon systems per shoot action, -1 per additional attack after the first. Super Heavies 4 weapon systems, -1 starts on the third.
|
|
|
Post by comstar on Jul 19, 2013 2:54:11 GMT -5
Or just ram them or should that be trample!
|
|
|
Post by papabees on Jul 21, 2013 14:10:13 GMT -5
Or give them a flame thrower but call it a tail/claw swipe. Let's you take out swathes at once.
|
|
ypu
Recruit
Posts: 7
|
Post by ypu on Aug 15, 2013 14:04:49 GMT -5
I was considering this problem as well and the best I can think of right now would be to introduce "sweep" Autofire for close combat weapons. I think it would be the easiest and most balanced option but I have yet to playtest it.
|
|
|
Post by twogunsblazing on Aug 15, 2013 18:55:15 GMT -5
How do people deal with multiple attacks? We had a monster in our scenario driven game last week and all the towering beast could manage was maybe killing a single man each turn. Not exactly Gor Gor, is it! I know Comstar house rules two attacks per combat for a Commander (to match their double-shoot) but surely some builds should be allowed multiple attacks. Multiple Close Combat Attacks? One of my Gruntz forces is a very heavily orientated close combat based force and it has large monsters that can cause great damage in close combat...so to get around this issue, I simply made up army special rules, simply declaring how many close combat attacks they get....so essentially, house ruling it is the way to go I think...
|
|
|
Post by inrepose on Oct 17, 2013 7:43:51 GMT -5
Depends on the size of the monster, you could add multiple arms as seperate attacks and a body slam / bite. Follow the same rules for shooting with regard to hitting with bite + tail whip or whatever else you plan. I did once think about doing a more detailed advanced combat option for mecha to represent the sort of attacks you get in Pacific Rim like Trip, Back throw, arm lock, head lock, throw, punch, kick etc etc. Probably worth putting some thought into it because it could apply to monsters and mecha. It is a bit detailed for the basic game but could work if you were more focused on the hand to hand assault with big creatures and a sweeping attack against multiple Gruntz targets resulting in a full squad being put at risk could also work.
|
|