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Post by thorlongus on Jan 23, 2012 21:07:46 GMT -5
Hello, had a question, I figured out how to create towed field artillery, using specialist unit creation, and vehicle artillery weapon selection. But, the models I have are 10mm towed gauss cannons from mechwarrior cmg.... Is there a way to create towed weapons that are more antitank than artillery I am guessing still under specialist creation, but what for nice antitank , like a German pak weapon choice.....
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Post by fjodin on Jan 24, 2012 0:35:26 GMT -5
I am wandering about field guns to.
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Post by fjodin on Jan 24, 2012 0:37:52 GMT -5
I really want so rule for field artilley, like use specialist creation table, choose walk for move, you can choose weapon from artillery weapon table, but gun can run/move twice.
I suppose for towing vehicles you need to give them 1 transport slot and put gun there while transporting. But on gaming table place miniature of gun behind towing vehicle, like its limbered.
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Post by inrepose on Jan 24, 2012 3:51:11 GMT -5
I think under artillery I need to break out the types to include long range and anti-tank / anti personnel weapons. You can still create them currently by mixing up builders a bit but I agree it needs some further clarity.
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Post by gypsycomet on Jan 24, 2012 14:20:19 GMT -5
I'd consider a category for emplacements; perhaps a slightly different Base Price. It avoids the idea of negative perks.
Categories, off the top of my head: -Emplacements: Not moving without an Engineering vehicle and a lot of time. -Transported Field Artillery: a lot of GZGs stuff has stabilization legs but no obvious mode of movement, while some WWII field artillery has just enough mobility to be man-handled short distances or re-aimed, but must be loaded onto a transport for anything serious or fast. -Towed Field Artillery: Typically big wheels. The crew can muscle one of these at walking speed (but wheel terrain handling) and not fire, or it can be hooked up to nearly any vehicle and moved at vehicle speeds. (The difference between Towed and Transported would be loading and unloading times) -Self-Propelled Gun: from a field piece with its own motor up to WWII Assault Guns, 40k's Vindicator and Basilisk, OGRE's Mobile Howitzer, and some modern examples, not to mention many of GZGs bigger fire-support options. This is what the current Gruntz Artillery page (and the Artillery Specialist tweak) is meant to build.
With such distinctions, a "Mob/DeMob" action might be called for; not really "movement" as such, but getting a field piece onto or off of a transport. Towed would need one, Transported would need two.
The use of different Base Costs would keep the Perkz and Modz out of the equation, though I would probably have a "Portee" Mod that allowed a transported field piece to fire at a penalty (-1 Skill?)
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Post by fjodin on Jan 25, 2012 17:42:18 GMT -5
GREAT IDEA! I din not realised before your post that we may neen not only mobile and field artillery, but stationary turrets and heavy howitzers in gun emplacements.
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Post by inrepose on Jan 26, 2012 12:34:14 GMT -5
Nice categories.
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