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Post by natxokdt on Mar 4, 2014 12:25:44 GMT -5
Hello everybody.
My question: Vehicle mounted full auto weapons need to be stationary to shoot in full auto?
I understand that in a gruntz, carrying the weight of a machinegun and trying to aim it, but in a vehicle it´s easier, as everything is fixed to the vehicle so you just have to aim and press the trigger.
Opinions?
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Post by squinch on Mar 5, 2014 3:05:39 GMT -5
Hi Natxokdt, I don't recall any requirement like that in the rules. It does, however, limit you to short range only. I don't personally use that restriction. I agree about the vehicle being a more stable platform. I temper that with the awkward firing positions and remote sights typically found in contemporary vehicle machine gun positions. I guess a turret mounted MG similar to a WW2 variety wouldn't have that issue, just dangerous exposure. I would prefer to allow firing as one action, before or after a move. For me it simulates short firing halts.
Are you advocating two actions to fire full auto? If so, it's an interesting approach to dealing with one aspect of the rules that some players have found troubling, myself included. Squinch
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Post by natxokdt on Mar 11, 2014 11:58:08 GMT -5
Hello Squinch.
In fact, I had allways understood that full auto is a "two actions" action, as you must be stationary.
It´s thrue that this only applies to squad attachments, if we are ready to allow vehicles to move and fire FA. So now, I will have to review my opinions and think of it as a "one action" action that forbids any other action.
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Post by squinch on Mar 13, 2014 14:28:36 GMT -5
Natxokdt, Not sure if you play the Full Auto by the rules (as per points, etc) but I wanted to share an experienc I had with a rules variation. Tim Vidlak and I played a game a week or so ago (See AAR's) and we used his suggestion of treating full auto fire (against vehicles) like a concentrated fire. Basically, you roll the dice for number of shots and the D3 (D6 in half, rounded up) is the plus to hit and damage. We played as only one action and no additional -1 to hit for FA fire. We played FA against Gruntz as per the rules with multiple shots. I have to say I was surprised at how well it played and it felt right. I will incorporate that house rule into my own list. Thanks Tim!
My biggest beef with the FA vehicle fire was how effective a unit could be for so little points. I initially set about adjusting points but came to the realization that I don't even use them so why continue. During my analysis, I had the small vehicle laser somewhere in the 25+ points category based on potential damage output. Anyhow, if you get a chance, try out the Concentrated varation in the FA fire (against vehicles) and let us know how it went. Squinch
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Post by inrepose on Mar 14, 2014 11:53:09 GMT -5
That sounds like a fair adjustment. I have been toying with FA just costing a lot to field but perhaps just toning it down a bit would make it fit in better.
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Post by natxokdt on Mar 16, 2014 7:24:27 GMT -5
In fact, I play design my units thinking in what I want them to do, more than if it´s cheap or expensife in points terms.
I use mechas, and I try to give them the weapons I think that the miniature is equipped with. In the end, mechas use to be very powerful, at least against the tanks and APC,s used by my fellows.
FA is interesting as I´m able to deploy a great ammount of fire power from my Squad Attachments, and from the biggest mecha weapons.
I will try what you said about concentrated fire against vehicles, it looks fair.
Thank you.
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