Spartan6 Posted April 15, 2005 Share Posted April 15, 2005 I can't see why as the change would apply to everyone. Link to comment Share on other sites More sharing options...
Erion Posted April 15, 2005 Share Posted April 15, 2005 I don't think it should. You're still only able to buy the types of strikes you would have bought in the first place, and use the types of strikes you would have been able to use in the first place. To be honest, I almost never would have used the FIST/1 of the Longbow to purchase a strike, but there are lots of instances I found myself wishing I had during the game. This type of in-game reallocation would allow me to use a strike when the opportunity presented itself. Link to comment Share on other sites More sharing options...
Joel47 Posted April 15, 2005 Share Posted April 15, 2005 I like that a lot. While it does make the rules differ more from Warlord, it should help out on the realism front (in a "makes sense" kind of way, as opposed to a "justify giant walking robots" way). Keeping track of the various purchased missions wouldn't be hard at all -- just produce record cards (or make your own from index cards) with the various FIST missions printed on them. When you activate the ability, discard the card. And yes, Engineers shouldn't be able to mix-n-match this way, as their tools are carried with rather than chucked down from orbit. Link to comment Share on other sites More sharing options...
Akela Posted April 15, 2005 Author Share Posted April 15, 2005 Please test this proposal (filed as "Task Force Strikes") with all sides gaining the benefit and ensure that the games are with/against Terrans using their Army SAs versus Templars or Adonese using their SAs and post the results. Link to comment Share on other sites More sharing options...
Erion Posted April 15, 2005 Share Posted April 15, 2005 I'll likely be able to get a good-sized game in no later than Thursday. Hey Forcecommander -- Up for Some Terran Proxy-ing? Link to comment Share on other sites More sharing options...
ForceCommander Posted April 18, 2005 Share Posted April 18, 2005 I'd be happy to do some Terran action! Link to comment Share on other sites More sharing options...
Erion Posted April 18, 2005 Share Posted April 18, 2005 Groovy. Let me know when and I'll work it out with Scheduling. Link to comment Share on other sites More sharing options...
Erion Posted April 18, 2005 Share Posted April 18, 2005 Weekend Gaming Observations: 1. Drift definitely should increase with range bands. I think 1d6 inches / band is high, but I think 1d6 inches +2 inches for each range band beyond the first would do it nicely. I only say this because I had the joy of using some hideously effective grenade attacks from infantry over the weekend. Sure, they needed an outrageously high number not to drift, but even when they did they were often close enough to the target point for it to do damage to the intended target or other nearby models. These were attacks in something like the sixth or seventh range band. It was an extreme example of something that only comes into play rarely in most games. It should be noted that after the intial grenade barrage my opponent's Sovereign III took great delight in annihilating all but two of my tightly grouped rifle teams by using counterbattery. It was strangely beautiful. 2. Do grenades benefit from the +6" per range band for indirect fire? Reading the text of the SA I would say no, and we played it as such. However, an enterprising rules lawyer would definitely need this to be stated clearly in the SA. Also, a Request for Matt and / or Pat: would it be possible to get some test point values for Strikes to try out the Task Force Strikes in a mostly balanced environment this week? Pretty Please? Link to comment Share on other sites More sharing options...
Erion Posted April 18, 2005 Share Posted April 18, 2005 We really need a clarification on the minimum # of infantry teams in the mechanized infantry platoon. One of my playtesters pointed out to me this weekend that because there is no stated minimum to the number of infantry teams, you could simply take four empty transports, take a regular rifle platoon that fits the criteria of the mechanized infantry (or more, if you go with 10 non-bulky units), and get an extra card in the initiative deck for the same amount of points. Granted, they don't activate at the same time, but it could easily become an abuse of the rules. Sometimes having a rules lawyer around is a good thing... Link to comment Share on other sites More sharing options...
Joel47 Posted April 18, 2005 Share Posted April 18, 2005 Also, a Request for Matt and / or Pat: would it be possible to get some test point values for Strikes to try out the Task Force Strikes in a mostly balanced environment this week? I'd like to see those, too -- I've got a game scheduled for Thursday evening. Link to comment Share on other sites More sharing options...
Saint of Sinners Posted April 21, 2005 Share Posted April 21, 2005 The biggest complaint I've heard so far about CAV 2.0 is only being able to shot one weapon during Run N' Gun... Has anyone tried testing the game balence to allow all weapon to be fired (with a to hit penalty)? Armchair Playtest at its worst Link to comment Share on other sites More sharing options...
Akela Posted April 21, 2005 Author Share Posted April 21, 2005 Funny you mention that. The original incarnation for the mechanic was: Firing while performing a Run and Gun action suffers a -1 base penalty with an additional -1 for each weapon being fired. The total penalty is subtracted from each Attack. Example: A Model performs a Run and Gun firing only a single weapon. The attack suffers a -2 penalty. Another Model performs a Run and Gun firing 3 weapons (two PBGs and sacrificing its non-combat action to gain salvo/1). Each of the three attacks for the second model will be conducted with a -4 penalty. Link to comment Share on other sites More sharing options...
Erion Posted April 21, 2005 Share Posted April 21, 2005 But, with criticals in the mix, I would at least try that second example now. No way would I have wasted my time with it before. Link to comment Share on other sites More sharing options...
Saint of Sinners Posted April 21, 2005 Share Posted April 21, 2005 Ya see I like that... I think we should explore that route more Link to comment Share on other sites More sharing options...
Spartan6 Posted April 21, 2005 Share Posted April 21, 2005 I always saw the "arm" weapons as linked, i.e. targeted together, so how about a -2 for firing primary weapons from the arms and if you add the secondary DFM's or IFM's they go off at -4? *Inscrutable smile* "Wise old mortarman know that firing honorable indirect fire weapon while on move almost impossible" Link to comment Share on other sites More sharing options...
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