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PBG Range Change from 2nd


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From what I can tell, PBG used to have a range of 18 - this has been dropped to 6 in the current edition. I look at the Ogre, which is now a slow, heavily armored unit that has to engage at close range, which is far more limiting than a CAV that can stand in the open and fight effectively across most of the table. The Archer, Katana, and Thunderbird have both had similar reductions in the range of their primary guns, although at least both of them have ranged secondaries, and the archer has aid-others electronics.

 

For those of you who have played both editions, how much has this changed play? And has this had a detremental effect on factions which prefer PBGs? I know we've only seen much of two factions, but I gather the Adon were fond of PBG armaments.

 

Also, I think the Katana is supposed to have Med. PBG x 4, not the x 2 listed on it's card.

http://talon-games.com/downloads/datacards/KATANA.jpg

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Disclaimer: I have not actually played CSO.

 

In 2nd edition, PBGs had a range of 32" (plus or minus 4"), and yes, made up the vast majority of Adonese direct-fire weaponry. This is doubly true with CSO's more restricted factions, and I can only imagine will require an entirely new playstyle for the Adonese.

 

The 2nd edition Katana had Linked to represent the extra barrels...I'm not familiar enough with the CSO special abilities offhand to identify if they did something similar.

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The max range of the PBG is 24".  The Ogre has Assault 3, so it can pull Run 'N Gun and move 10 inches (speed 6 x2 -2 I believe) and fire all three PBG's for no penalty while adding a Wizzo for a +1

 

If you are rolling the Ogre II, you are a little slower... I believe your Run 'N Gun is only 6 but you still have assault 3.  Of course this one tagged Piercing to all of those PBG's so the damage went up to 9.  You can really scoot around the field with Run 'N Gun, then slow down when closer so you can Salvo and Overdrive to bring in some good damage (damage doubles... so if you inflict one damage track, it's now two, two is four and three is six.)  As always, other supporting units help.  It's honestly a beast and seems to play like a blunt instrument (race in and bash skulls) Reinforced also helps to tame some hits against you and rolls that affect your eight or nine armor.

 

At least, thats how I've interpreted the rules.  I could be wrong of course!  :ph34r:

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That was my impression of the Ogre as well, which indicates to me a (polar opposite) playstyle more in line with CAV 2's Ritterlich--rather ironic given the two's enmity!

 

At least in past editions, I believe the Run'n'Gun calculation was (MOV-2)x2, so 8 for MOV 6.

 

Thanks for chiming in!

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Yeah, 24" is big. But when you're playing on 2 30"x72" tables, for 60X72, you need to be aware of guns that can hit you two or three times while you close. The Ogre has speed 4. Run and gun is (speed-2)*2, or (Speed-1)*2 if you're speed 4 or less.

 

So the Ogre is assault-moving 6, with 24 inch range. Anything it hits will be hurt, so you only have to worry about your base to-hit, at long range 8+ (WSO) or 6+ if you got a lock from somewhere (ATC 2)

 

If it doesn't have something to hide behind while it closes, it will be slowly shot to peices as anything with a MAC or even LBG snipes it from beyond where it can reply from. Which might take all freaking day against armor 9, but it will eventully happen.

 

Analysis - Ogre isn't a viable combatant against most enemies in the open anymore. Hell on wheels in tight quarters, excellent area-denial and bodyguard, but not a main-balle CAV.

 

 

Important rules question - the ATC entry says you get a bonus "by using the target-lock action" - direct quote. Does this mean getting a lock from ECM/APA or EST will not provide the TC bonus?

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