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Post by timsnoddy on Nov 11, 2012 9:55:37 GMT -5
I used the following simplifications at my event in Belfast and to be honest I generally use them to speed up play even though they are less realistic.
Shooting distances are measured from nearest edge of base to nearest edge of base. Gruntz squads are targeted by the nearest member of the squad. The firing Gruntz squad measures from it's nearest member to the target. This gives the range for all members of the squad. If firing at a Gruntz squad whose members are in different types of cover the shooting player may target targets in lesser cover but the maximum number of casualties is limited to the number of such models. For units occupying buildings measure from the nearest point of the outside wall to the target. If one member of a Gruntz squad can enter a building I let the whole squad do so. Most of my small terrain pieces are about 2" wide so crossing them is one action.
The only thing I am strict on is that assaults are measured by individual figure.
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Post by RuneCaster_Aris on Nov 11, 2012 10:49:46 GMT -5
Good work!
I use the base edge-2-edge as a standard thing, but you need to be able to see the model to be able to shoot at the model.
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Post by twogunsblazing on Nov 12, 2012 2:08:06 GMT -5
1) Shooting distances are measured from nearest edge of base to nearest edge of base. Absolutely, me too 2) Gruntz squads are targeted by the nearest member of the squad. The firing Gruntz squad measures from it's nearest member to the target. This gives the range for all members of the squad. Interesting. I can certainly see how this would speed up play by greatly reducing the amount of measuring that takes place. Do you feel this could be abused by having a long ranged weapon attached to the squad and having that member always placed at the front of the squad. So if a squad was armed with a standard projectile weapon (8" range) and a squad attachment had a heavy sniper rifle (16" range), with the sniper at the front of the squad, essentially the squads standard projectile weapons get to fire at long range without the -3 penalty. 3) If firing at a Gruntz squad whose members are in different types of cover the shooting player may target targets in lesser cover but the maximum number of casualties is limited to the number of such models. Doesn't this happen anyway? When firing at squads in mixed cover you have to nominate which models are shooting at which models...so you might say, "These four models are shooting at those 2 models". That means that if you score more than 2 kills, those shots can't be allocated to any other models in the target squad because they were declared for the two killed models only.... 4) For units occupying buildings measure from the nearest point of the outside wall to the target. Yeah, this certainly makes sense. 5) If one member of a Gruntz squad can enter a building I let the whole squad do so. I like this for it's ease. I may employ this for my Aliens Warrior Broods in regards to entering existing Tunnel Entrances! 6) Most of my small terrain pieces are about 2" wide so crossing them is one action. Nice for ease of play...terrain is always a constant struggle between aesthetics and practicality 7) The only thing I am strict on is that assaults are measured by individual figure. Yeah, this makes sense. May I add one of my own; 1) Gruntz do not block LOS for members of their own squad.
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peabody
Grunt
Canuck Amok
Posts: 95
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Post by peabody on Nov 12, 2012 11:29:29 GMT -5
#2, we apply this to all weapons of the same type in a group.
Many squad support weapons and anti-armour will resolve their fire differently or fire at separate targets, so it just makes sense.
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Post by timsnoddy on Nov 12, 2012 13:02:57 GMT -5
#2 Yes it can be abused in the way you state. One model in effective range and seven out and they all claim effective. In the example you give the sniper rifle would still need to be within 8" for the assault rifles to count as being in effective. Initially when I started playing I could not see any reason not to be in Napoleonic lines which looked awful. If splitting fire I let the firer use the nearest member of the squad to measure from not necessarily the actual fig with the RPG or whatever. It is a gross simplification, not to everyone's tastes I am sure.
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Post by timvidlak on Nov 14, 2012 8:08:41 GMT -5
With regard to units within building # 4 I measure from the nearest opening (window door etc.) within 2 inches of the unit in the appropriate Section & on the appropriate Level not the buildings edge. This is Due to the Fact My Buildings are larger than those most other people use & I only have a couple Building which are not Ruins but my smallest building is 1 foot by 1 1/2 feet with 3 stories divided into 2 apartments on each level with an internal stairwell not fully detailed yet.
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Post by papabees on Nov 14, 2012 16:24:54 GMT -5
Honestly, I like all of these and will probably run them by Runecaster for our next game. I also like measuring for movement with my squad leader and then filling in around him with the remaining unit.
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Post by inrepose on Nov 15, 2012 4:41:28 GMT -5
Honestly, I like all of these and will probably run them by Runecaster for our next game. I also like measuring for movement with my squad leader and then filling in around him with the remaining unit. When I run demo games at clubs and conventions I tend to follow this rule with regard to movement. Move one model and then all the others follow up. It saves on a lot of individual measurement.
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Post by RuneCaster_Aris on Nov 15, 2012 19:53:52 GMT -5
Honestly, I like all of these and will probably run them by Runecaster for our next game. I also like measuring for movement with my squad leader and then filling in around him with the remaining unit. I'm game for this. It could definitely cut down on turn length.
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