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Post by simmo on Jun 2, 2012 5:48:41 GMT -5
I may have missed something here but do you have to buy these abilities if they are not going to be used by the unit model in question? For example an elite shooting gruntz unit if not going to be called upon to use a technical skill can this be ignored and given a green skill? And specialists may not need a shoot or a skill rating. They are also not asked to take a mental test. Similarly an elite shooting specailist is given a green mental state. I don't see this as a problem I just noted I was paying for abilities I wasn't using.
Martyn s
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Post by comstar on Jun 2, 2012 13:03:37 GMT -5
There is a zero cost for most of the stats and yes if you think it is not appropiate go for it
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Post by inrepose on Jun 4, 2012 18:48:25 GMT -5
Yes agreed, you can ignore them for non technical types. I would only suggest that an elite unit with a very low mental could start to suffer after they take incoming fire and can't prevent condition brown (unless they have a nearby commander).
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Post by daleksupreme on Aug 5, 2012 6:03:23 GMT -5
Skill can be needed to get out of a collapsing building!
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Post by timsnoddy on Aug 5, 2012 8:04:42 GMT -5
I don't think higher stats cost enough so find skill a good balancer. As a house rule I say that units must have skill equal to their highest rank in shoot or guard. When I see the points in full for 1.1 I will probably tweak a bit more.
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Post by freelancer on Aug 18, 2013 5:24:59 GMT -5
Discovered that skill is also needed to get out of the way of ramming vehicles. Although I would have thought that Mental would have been a better test for that.
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Post by Tim Vidlak on Aug 31, 2013 9:54:33 GMT -5
I always try to Keep all a Units Attributes Consistent with the Overall Troop Quality. This makes the unit more like real troops, as any Professional Soldier or even A Gorilla Fighter in most cases is not Completely ignorant, Every Soldier must be able at least Maintain his standard Equipment & as for elite troops they Specialist. I personally think that all the stats should be within 1 or at the most 2 Grades of Quality & personally use this as a Guideline (this means within that an elite soldier Other Stats must at least be at the Level of a Veteran) Unless the Units Background Reasonably Explains the Variation in the Stats. I have added special action that use the Skill Statistic of the Unit Some Examples include.
1: Anti Infantry Mine Fields for Detection if Failed the unit Takes a Hit.
2: Anti Vehicle Mine Fields for Detection if Failed the unit Takes a Hit as well.
3: Combination Mine Fields for Detection if Failed the unit Takes a Hit.
4: Command Detonated & Directional Mines (Missile) for Detection if Passed the unit has + 1 to its Guard Verses the Skill of the placing troops Takes a Hit
5:Anti Infantry or Command Detonated & other Directional Mines for Detection if Passed the Target Unit Gains +2 Soak as they Take Cover Everything in the Cone Takes a Hit Damage is Determined By the Distance from the Mine.
6: Command Detonated & Directional Mines ( Missile ) Placement may be placed in some cases.
7:Anti Infantry or Command Detonated & other Directional Mines Placement & Use if Skill Test is Passed Everything in the Cone Takes a Hit Using Damage is Determined By the Distance from the Mine as well as Causing the Unit to Test for Condition Brown & if they do not enter Condition Brown They Must Go Prone & May not activate in its Next Turn.
8: Digging in or Fortifying your position Giving a Bonus to a units Guard
9: Camouflage Positions Skill is Used to detect the Hidden Enemy Units If the test is Failed They Must Pass A Mental Test to Fire at that unit & are at -3 Shoot Skill. Once the Unit is detected (Any Action other Than Cover Fire or No action) They Gain +1 Guard as long as they do not move.
10: Ambush Scenarios Start in a Prepared Camouflage Positions take a Skill Test if Passed Enemy Must Test Verse 9 Above as they are a Hidden Enemy Units. If Failed The Unit is Visible to the Enemy & Exposed and May not Fire at an enemy Until Fired upon prior to Turn 2 & even after Turn 2 the Target unit Gets a free Shoot at The Exposed before they Fire for the First Shot Only. 11: Forward Observer
Note: That Most of these Skills are Only Available in The Game if the Scenario Allows (Narrative Story line Makes Sense).
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