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Post by Mr. Harold on Nov 2, 2013 8:50:46 GMT -5
Hi Everyone!
I finally got a game in last night (seems like it's been forever!) my buddy and I against his son and his son's friend.
Great game, I used my hell divers, and my teammate had 4 Gruntz Specialists in Assault Power armor. Our opponents had four 8-man squads with laser rifles, a medium Grav Tank with a medium laser, a wheeled IFV with a gatling, and a wheeled light gun tank with a light veh laser.
A couple things came up, and I wasn't sure if I did it right, so I wanted to run it by you guys:
1) Were we correct that AP DOES NOT apply when shooting at assault Power Armor wearing specialists? We reasoned that since it wasn't a tank/vehicle, the AP wouldn't have much further effect (no compartment to bounce around, etc). Is this right?
2) Auto-Heal perk. My hell divers squads had Auto-Heal. We played that if, when rolling damage, if you rolled 5 or over the amount needed that there would be no hope of auto-heal. Basically at that point there wasn't anything left to heal! Is this covered by an existing rule? If not, what do you guys think of this? We'd play it the same with a medic.
3) We played with the gruntz specialist wearing PA that they took "extra" damage just like vehicles. I.e. every point rolled over the required added an extra damage roll. Is this right? It seemed reasonable to us that an anti-tank weapon should to able to vaporize them, even if they have heavy armor.
Thanks!
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Post by baldlea on Nov 2, 2013 14:20:10 GMT -5
1) Robin confirmed that PA (generally) is not affected by AP in the Errata.
2) That's not covered by an existing rule. Might be good as a house rule but depends on your view of the weaponry at the time. Is a high damage roll representing structural damage or just that an explosion put out enough shrapnel that you would definitely be wounded etc.
3) Not sure what you mean. On both cases, you roll to shoot. If you meet or exceed Guard, you roll once for damage. A high shoot roll just means it was a good shot.
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Post by Mr. Harold on Nov 2, 2013 18:00:36 GMT -5
For point number 3:
This is how we were handling shots against the Power Armor gruntz specialist:
1) Enemy rolls Shoot vs PA Guard
2) If shot hits, then Enemy rolls 2d6 + wpn damage
3) If damage + 2d6 equals the soak then 1 point of damage.
4) If the damage+ 2d6 roll exceeds the soak, then every additional point over counts as an extra "wound".
What do you think?
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Post by baldlea on Nov 2, 2013 20:08:14 GMT -5
Oh...that is the right way.
I thought you meant you were rolling damage plus 2d6 for each point by which you equal or exceed Guard.
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Post by Mr. Harold on Nov 2, 2013 20:12:39 GMT -5
I know that's how vehicles work, is that how it's supposed to work for Gruntz and Gruntz Specialists too?
Can I kill more than one grunt in a squad this way?
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Post by baldlea on Nov 2, 2013 20:53:02 GMT -5
Specialists with their multiple wounds work like vehicles as you describe. That is, excess damage can take off more than one wound.
Damage to a normal grunt does not bleed over onto his colleagues. This means big point to point weapons are wasted on (single wound) infantry where area weapons and full auto does a better job (since they cause multiple hits and can take out several targets).
This is the gruntz/specialist disparity that godsgopher recently mentioned.
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Post by inrepose on Nov 6, 2013 10:13:08 GMT -5
For point number 3: This is how we were handling shots against the Power Armor gruntz specialist: 1) Enemy rolls Shoot vs PA Guard 2) If shot hits, then Enemy rolls 2d6 + wpn damage 3) If damage + 2d6 equals the soak then 1 point of damage. 4) If the damage+ 2d6 roll exceeds the soak, then every additional point over counts as an extra "wound". What do you think? Yes any multi-wound unit does take more than one damage from either incoming Grunt or Vehicle damage.
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