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Post by havoc7926 on Nov 3, 2011 0:58:16 GMT -5
Just kicking this around after I thought of it yesterday.
At the moment you can take 2 attachments for your 6 man squad. We also have the auto replace rule where a casualty can be replaced by a normal trooper.
This is fine but does result in the attachments always being the last to die as they are more useful than the troopers.
I don't want to add tons of book keeping but wanted to limit the indestructability of the special weapons. How about saying that once the squad is down to half strength you can only keep one of the special weapons alive not both?
If they are not casualties then you are not forced to loose one but if they are then you don't always end up with two attachments and a leader as the last three people.
I accept that if trooper jimmy is shot by a sniper then trooper timmy can pick up the missile launcher. However sometimes trooper jimmy gets hit by a plasma round and there is nothing left for trooper timmy to pick up!
Just a thought......
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Post by papabees on Nov 3, 2011 9:06:14 GMT -5
I think this does have some merit.
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Post by inrepose on Nov 3, 2011 10:48:54 GMT -5
Sounds like an interesting approach. I was also thinking of a simple optional rule like roll a D6 and on a one the targeted attachment model is destroyed along with their kit- rather than the abstract of someone else either taking the bullet or picking up the support weapon and re-using it.
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Post by pancake on Nov 3, 2011 15:33:14 GMT -5
I would say a1or 2 the weapon is no good. Gives more of a fear rolling a d6 and dreading rolling a 1 or 2 and losing your heavy weapon. After all weapons are not bullet proof like troops are not. Losing your SA is a bad hit on your squad this is a very good idea. Nice one havoc.
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Post by comstar on Nov 3, 2011 18:04:56 GMT -5
How about on a 1 you loose the weapon when the squad gets to half strength it's goes to a 1 or 2 a bit like vehicle criticals?
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Post by havoc7926 on Nov 3, 2011 18:16:01 GMT -5
oooh, best of both ideas. I'm liking that one Matt.
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Post by papabees on Nov 3, 2011 19:32:18 GMT -5
How about on a 1 you loose the weapon when the squad gets to half strength it's goes to a 1 or 2 a bit like vehicle criticals? Are you thinking of a test on each hit or a test for your first casualty and then another when you reach half strength?
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Post by comstar on Nov 3, 2011 19:49:02 GMT -5
When the SA gets targeted and then gets waxed make a role to see if it stays waxed and the weapon doesn't get picked up as it's junk! When the unit has dropped below half strength the role is a 1 or 2 not just a 1. But I can see what you are saying when the unit gets hit and a model gets waxed on a 1 you loose a SA if and when it get to half strength or below role again and on a 1 or 2 it gets it! I think I prefer the first but both have there merits
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Post by papabees on Nov 3, 2011 19:53:18 GMT -5
I follow now. I like. I think I'll use this at home and see how she turns out.
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Post by comstar on Nov 3, 2011 19:55:29 GMT -5
Let us know as play testing is what makes or breaks the rules
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Post by inrepose on Nov 4, 2011 4:34:12 GMT -5
Great ideas there I think I prefer the first option. I will give it a playtest.
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Post by comstar on Jan 1, 2012 16:37:27 GMT -5
I have play tested this now and seems to work well
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Post by inrepose on Jan 2, 2012 9:35:32 GMT -5
Glad to hear it, my playtesting has been limited to rolling assault tests.
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