|
Post by Mr. Harold on Aug 28, 2014 12:17:47 GMT -5
I was thinking of trying unlimited ranges, but every time you go over optimal range again (like double is -3)... it adds another -3.
Optimal range is 8
Up to 8" no penalty 8-16" -3 16-24" -6 24-32" -9
and so on...
What do you guys think?
|
|
|
Post by baldlea on Aug 29, 2014 1:35:43 GMT -5
We've used minus 2 at 2x range and minus 3 at 3x range to good effect. This makes more sense than it initially appears since these mods are being applied to the 2d6 bell curve.
But we've not played in a while as the glitches and clarifications are not being addressed.
|
|
|
Post by hamilton on Sept 8, 2014 8:39:43 GMT -5
I like longer ranges, but since you typically need a ~6-8 to hit a target, increasing modifiers become irrelevant as you need double 6 to hit anything at 4x or greater. We have tried similar concepts, but don't allow you to roll unless you actually have a chance i.e. target number is 12 or less on 2d6, not a target of 13+ but hoping for the 12), and we've always let models with sniper perk take a shot regardless of required target roll. However, we haven't played enough games with a consistent set of modified range rules to have an opinion yet!
|
|
|
Post by comstar on Sept 8, 2014 10:42:54 GMT -5
Well I'm used to Battletech like quite a few here You have short modifier, medium is +2 , long is +4 and extream is +8. Extream was only used I'm maximum tech so just the three range bands for normal play. Using it for Gruntz is simple use standard range as short and add an extra range in for each band. Yeah I know that defense 14 specialist unit isn't going to get hit at long range but your defense 10 tank might! I've used this for most of my games now and it seems to play just right Cheers Matt
|
|
|
Post by Mr. Harold on Sept 8, 2014 11:05:37 GMT -5
What i've been doing is: The weapon's optimal range is its range band. I.e. a plasma rifle's has an 8" rangeband. There is no range limit. After the first, each additional range band is a negative modifier for how many range bands it is. We also have a new rule, Tactical Suppression: Tactical Suppression Every time a unit is shot at and there are no hits or there are hits but no waxed models the unit must take a mental check. The unit receives bonuses to the mental stat from cover as if it was vs. guard (e.g. +1 to mental in light cover). If they roll over their modified mental stat they receive a suppression token. A unit must roll every time a new shoot action is directed towards them, but only at the end of the shoot action (after all models in the unit have rolled to hit). If a unit takes a waxed casualty from shooting then use the standard suppression rules. Note: Even if the attacking unit cannot hit the defending unit, if they spend a shoot action to shoot at the defending unit that unit must still make a suppression role.
|
|
|
Post by Mr. Harold on Sept 8, 2014 12:17:15 GMT -5
It should also encourage units to stay out of LOS and in cover and encourage other units to flank and maneuver.
|
|