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Post by fjodin on Jan 14, 2012 7:10:39 GMT -5
I am going to make 1 terrain board with trench for 2 Gruntz Squads and I am thinking what defence give to soldiers in trench. I think +2 will be better than +1. But what to do with concrete bunkers? I can give it +3, because +2 is maximum, but I dont want to give +1 to trench, because in real live they protect solders very well... And what rules to use to barbes wire?
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Post by pancake on Jan 14, 2012 12:42:08 GMT -5
not sure on the bunkers but we make crossing barb wire half move. so if you move up to the wire and you have not got half or more of your movement left you can't cross it.
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Post by fjodin on Jan 15, 2012 2:16:11 GMT -5
Good idea about barbed wire. I think +2 will be good for trench and bunker. I forgot that bunker have its damage points
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Post by pancake on Jan 16, 2012 15:36:30 GMT -5
+2 sounds good.
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Post by inrepose on Jan 16, 2012 16:02:03 GMT -5
Sounds good to me. Looking forward to seeing the board.
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Post by fjodin on Jan 17, 2012 7:20:44 GMT -5
What do you think about barbed wire idea. When each solder crosses it, roll D6 and if its 1, soldier recieve a wound.
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Post by comstar on Jan 17, 2012 13:17:31 GMT -5
Sounds reasonalble to me for quick fix.
You could However make it a skill check say 10 or higher and if failed unit supressed and a damage roll of say 5 or 6 plus 2D6 to each Grunt that fails as guys in power armour are going to be less likely to have issues than someone in normal clothes! But may still get tangled up!
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Post by inrepose on Jan 17, 2012 17:40:39 GMT -5
I would agree with Comstar, a wound for passing Barbed Wire should perhaps be suppressed and I would make one test for the unit if any member of the unit passes into barbed wire.
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