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Post by timsnoddy on Nov 24, 2011 15:38:15 GMT -5
Have I got it right. Suppression can only be removed by a commander using "take the pain" and otherwise remains with a squad?
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Post by inrepose on Nov 24, 2011 16:48:50 GMT -5
Suppression takes one action to remove by the unit that is in suppressed condition. The current rules do say that it reduces a units actions to 1 when thet activate although suppression is then removed at the end of their activation. The more logical way (which is similar mechanically) is that it takes the unit one action to recover from suppression. In 1.1 I have created a clear table of actions which hopefully centralises many of the rules that do result in one or both of the actions being taken by a squad or vehicle.
So in game terms:
1/ Gruntz Unit is hit by incoming fire and takes a waxed model. They are now suppressed. 2/ On their next activation that unit will have to sacrifice an action to remove suppression - they don't have to roll because the penalty is the lost time in regrouping and coordinating a recovery. Alternatively, if a Commander activates near the suppressed (friendly unit) they can use one of their commander actions to remove it from the Gruntz squad before they themselves activate. It is "Pull yourself together" type action on behalf of the Commander as he focuses his attention on getting that particular Gruntz squad fighting fit. In this instance, because the Suppression has already been removed by the Commander, the Gruntz squad will be able to activate and act normally that activation with both actions to use (move and shoot or double move).
Without going into too much detail.... In 1.1 you now also get to make a mental test when you have a waxed model in a Gruntz unit from one incoming fire. Simply roll 2D6 under or equal to Mental. If they fail they are suppressed but if they pass the unit is not suppressed, however they still suffer the waxed casualty. If they are shot at from another unit (different from the first) and suffer another waxed model they will have to make another test.
There are also Sub-Commanders in the new rules which is a Specialist Perk. Sub-Commanders get a limited use version of the remove suppression (take the pain) and push move actions.
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Post by timsnoddy on Nov 25, 2011 11:10:59 GMT -5
Thanks for the reply.
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shep
Recruit
Posts: 14
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Post by shep on Jan 3, 2012 17:03:28 GMT -5
Can a squad be dumped by a VTOL rapid drop/dust-off move, then have it's suppression lifted by a nearby commander and go on to activate with two normal actions in that same turn?
Or does the process of disembarkation mean that the squad is by definition activated and must complete it's activation (as suppressed) before the commander could have a chance to help them out?
PS. I sincerely hope that a pernickity question like this in no way delays the release of V1.1. I have a half-finished army waiting for the go ahead!
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Post by inrepose on Jan 4, 2012 3:56:58 GMT -5
shep. You have to activate a Squad to disembark, so your assumption is correct - they are already activated so you can't switch to a Commander to then remove the suppression. The squad has to complete its activation and can't be re-activated that turn.
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Post by mookiefer on Feb 20, 2012 7:16:36 GMT -5
In the example box at the bottom of Page 29 it mentions a +1 to the assaulting unit's combat roll because the target is suppressed. I have not seen a mention of this +1 modifier anywhere else. Did I miss it or is it a mistake?
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Post by kikashi on Feb 22, 2012 22:29:06 GMT -5
The +2 bonus you get from assaulting a prone enemy is also somwhat obscure, only appearing AFAIK, in the ConditionsmTable on page 15.
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Post by kerrygray8 on Mar 22, 2012 2:26:06 GMT -5
On the general theme of Suppression - I've now played 4 games of Gruntz with a friend (and very enjoyable they were too!) but we cannot decide from the rules whether Suppression should be affecting Specialists and Commanders as well as Gruntz units?
For example, if my Medic Specialist (4 Damage Points) is shot and takes one Damage point, does he become Suppressed? Similarly, if he were to take 3 Damage points (i.e. over 50% his health) would he need to make a Condition Brown check?
All the examples in the rules seem to be talking about Gruntz units and we are unsure whether to extrapolate to Specialists and Commanders.....
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Post by comstar on Mar 22, 2012 2:55:52 GMT -5
It is only when waxed not damaged I think you will find. But if specialists are grouped up they would be in the same trouble as a normal Gruntz squad. So when one becomes waxed they are supresed and if half the squad is gone then condition brown. One of the things that I always try and do in my games I do have one mod which Robin may be using and I use in all my games is that when you get to a supresion result if the unit makes a mental check it can ignore it and the same with condition brown but is one harder! Also the take the pain commander special is automatic when he activates we also allow it with condition brown but the commander has to make a mental check to bring them back into the fold. But remember when the commander dies he also has a great affect on the game as everything with a mental stat has to pass a role or be suppressed then there stat is reduced afterwards any way
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Post by kerrygray8 on Mar 22, 2012 3:45:23 GMT -5
Thanks for the quick reply So the intent seems to be that lone Specialists (and by the same token, Commanders....) can be shot and wounded without really being mentally affected or slowed by the experience? That's actually how we've been playing it; but we were wondering if some sort of Suppression (or perhaps 'Shaken') should apply when lone Specialists / Commanders are damaged......maybe we'll try that as a House Rule Last night we also tried the 'Mental check to avoid Suppression' rule (which I'd previously read about somewhere on this forum) and we liked how that went. Indeed, this might also combine well with the proposed House Rule I mention above - i.e. lone Specialists / Commanders CAN be Suppressed / Shaken (-1 Action) when shot at and damaged, unless they pass a Mental check. This might also encourage us to give our lone Specialists fairly decent Mental stats, as - currently - I'm not sure any of our Specialists have ever had any call to use their Mental stat!
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Post by comstar on Mar 22, 2012 3:51:54 GMT -5
Sounds reasonable I'll give that a try
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