Re: [GZG] HelpOrganizingBattlesuits [SEC=PERSONAL]
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 27 Nov 2008 09:20:39 +1100
Subject: Re: [GZG] HelpOrganizingBattlesuits [SEC=PERSONAL]
This is an issue I've been thinking about for a few days. SG2 doesn't
support squads of heavy weapons being used very well.
Option 1:
Use FC (instead of FP) for the weapons and treat the squad as a single
vehicle when firing weapons. (ie: squad of 4 would roll Q+4xFC for an
attack). Pros: you get the right feel for the weapons being used, yet
still count as infantry. Cons: the squad will be more effective than a
standard unit of PA (at a guess, around 50-100% more).
Option 2:
As below, make the chainguns FP:4/I:# to allow the normal squad rules to
work. Treat the missiles as IAVRs.
Option 3:
Use them as Size 1 walkers, run as a squad, that can combine their FC
(as per 1 above). This makes them more vulnerable to anti-tank weapons,
but doesn't give a ridiculous number of activations (if you ran them as
singles).
Considering the size of the figures, I'd be inclined to go with Option 3
(and gives quite an "Appleseed" feel to the mecha combat).
Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/
> -----Original Message-----
> From: On Behalf
> Of Damond Walker
> Sent: Thursday, November 27, 2008 5:04 AM
> Subject: Re: [GZG] Help Organizing Battlesuits [TO BE CLASSIFIED]
>
> > If I run them as PA, doesn't that then mean they are bound by the
> > squad rules and don't the rules sort of break down when you
> > are using squads of heavy weapons?
> >
> To a point -- you'll want to follow the basics to be sure.
> The squads may be small so give them a FP4 (so you're three
> man squads will be able to throw d12s). FP3 is normally the
> highest. Perhaps allow the player to switch modes so they
> can fire either anti-people or anti-vehicle rounds.
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