xols
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Post by xols on Aug 29, 2013 13:33:33 GMT -5
Second game of Gruntz yesterday! So far so good.
But my new question is about indirect fire rules. If I got them right, you only need the FO unit (that according to the rules, can be any unit in the game) to spend and action in order to communicate the coordinates to the arty unit, right?
We found the rule to be a bit overpowered; a single arty piece fitted with medium missiles smashed everything to pieces in our second game. We commented how having a couple of those would be a definitive
We are thinking about having the FO make a Skill check or something.
I was wondering what people around here think about it and what are your experiences with indirect fire?
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Post by davicusprime on Aug 29, 2013 16:03:09 GMT -5
I think the IF rule needs a higher chance of deviation unless you've actually painted the target through the appropriate perk.
Proposed rule: Since it's a blast weapon and a miss means the blast deviates, perhaps the shooter should be penalized on the "Shoot" roll due to not having LOS. Thus they are more likely to miss and scatter the shot when they can't directly see their target.
What do you think?
-DavicusPrime
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xols
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Post by xols on Aug 29, 2013 16:37:37 GMT -5
I think what you are proposing is pretty logical.
Lets see how that would work out:
-FO makes Skill check to 10+. Why? Well, this way the Skill attribute gets a little more action!
-Miss, the communication fails. Success, the comms gets through successfully.
-When the arty fires at a target obtained through a successful Comms check, he can fire at the target with a -2 to the Shoot/Skill check. The -2 is independent of range and cover of the target. If the check is successful the fire deviates 1d3 inches. If the check is a miss deviates the usual 1d6.
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Post by davicusprime on Aug 29, 2013 17:23:04 GMT -5
I don't like that there is no chance for a direct hit. Must let this percolate in my noggin a bit.
-DavicusPrime
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xols
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Post by xols on Aug 29, 2013 17:29:46 GMT -5
Ummm possible solution if using GW deviation dice for deviation as I do: if the deviation dice comes up as the "bullseye/target" thingie in it, you score a direct hit.
As far as I know, most of the times indirect fire tends to be more imprecise than precise, hence the extra difficulty of scoring a direct hit.
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Post by twogunsblazing on Aug 29, 2013 22:14:18 GMT -5
Another way you could handle this is to change the rule so that not all friendly models can be a forward observer. Perhaps only allow one forward observer for each indirect fire weapon you have in the game, or a single FO per 100 points in your force, or something similar.
If you wanted it to be even more difficult you could say that they must have the "Light Them Up" Perk (to be a qualified FO). You could make the forward observers Gruntz Specialists with this perk. This would mean you have limited FO's and they have to be within 12" to direct indirect fire onto the target.
This would make the effective use of indirect fire harder and less of a game buster for you...and a bit easier for your opponent to counter.
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Post by zephyr40k on Aug 30, 2013 1:17:55 GMT -5
I think restricting the utility of indirect fire is a good idea, but perhaps allow commanders and sub-commanders to spot for artillery as well as dedicated FOs? Also perhaps have a vehicle Mod that does something similar, "Laser designator" or some such.
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Post by twogunsblazing on Aug 30, 2013 5:03:49 GMT -5
Both good suggestions, Zephyr. It makes perfect sense to allow commanders and sub commanders to also act as forward observers if they find themselves in the position to do so...and certainly vehicles could easily mount the required targeting equipment to perform the role as well...that'd make a great vehicle mod!
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Post by squinch on Aug 30, 2013 11:01:55 GMT -5
I would suggest a slightly different approach; a counter-Modz.
I've never really found the IF ability game changing but I think it depends alot on layouts, force selection and tactics. Because the range of IF is limited to 1.5 X short range(by the base rules)is seems to have limited application. That being said, I did build an urban assault force that had two SP artillery pieces that drive up to the edge of a built up area and get fire direction from suits jumping rooftop to rooftop.
What about a counter Modz called: Counter Battery Fire: "Like bread crumbs leading the way home. A proper firing solutionleads you right back to the source of incoming indirect fire." If a vehicle with this Modz is within short (or long) range of a unit firing indirect fire, immediately make a skill check (If none, use Skill of 4, need 10+). If successful, any unit within range can fire on the target as if it were painted by a forward observer, including this unit(immediately). Remove the Overwatch counter after the test. If unsuccessful, remove the Overwatch counter and activiation for this unit is over. Points:??
I would suggest testing out the short vs. long range and the right skill test #.
I should note that I play an entirely different mechanic for ranges. I've dispensed with the arbitrary 'long' rang is -3 and use multiples of range, with any over the first compounding a -1 modifier. In my view the -3 'as written' is the single biggest hurdle to promoting proper tactics in the game. The points system is a close second but I don't really use points, per say. Squinch
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Post by inrepose on Sept 3, 2013 16:16:25 GMT -5
I like that CBF proposal. Excellent stuff. I will add it to some thoughts for addition in the next update and do some testing myself.
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