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Re: still FMA-40k

From: "Oerjan Ohlson" <oerjan.ohlson@n...>
Date: Wed, 30 Sep 1998 14:11:37 +0100
Subject: Re: still FMA-40k

Magnus Alexandersson wrote:

> > Should you get a reaction test bonus just because you have a sword?
I
> > don't think so (I know for sure that *I* personally don't get one -
not
> > against ranged weapons, anyway <g>). I'd rather just make assault
troops
> > like Banshees etc (if you use GW models) high-quality units overall;
that
> > both gives them a good chance in the reaction tests and makes them
very
> > hard in CC (coupled with their CC weapons, of course).
> > 
> 
> What I meant was that a specialist squad like the Assaultsquads,
Aspect

> CC versions would have a bonus to the reaction test, not b/ of
armament

> but 'cuz they KNOW they will win IF they get into CC with the enemy. 
> That's why they should have that bonus.

You have just described the difference between Veterans and Regulars, or
better still Elites and Regulars - they are a lot more confident than
their opponents. This is in the rules already. Sure, they're better at
shooting as well *IF* you give them long-ranged weapons - but if their
ranged weapons are pistols, the emphasis will be on close range
fighting.

IIRC, an Assault Marine has exactly the same stats as a Devastator in
WH40K; according to the Eldar Codex the (shooting) Dire Avengers have
the
same stats as the (close combat) Striking Scorpions or (fast-moving
CC/close shooting) Swooping Hawks - the *only* difference between them
is
their equipment. The same applies in SGII.

> Picture Magnus standing, wielding a sword (wooden, not strong enough)
and 
> a solid tin can with a portable flamethrower in one hand and a
Chainsaw
in 
> the other bouncing in 40 meter strides thanks to the blow torch
strapped 
> to his back...

Most of my line troops aren't armed with boffer weapons <g>
 
> Another question... Jumppacks, are there any rules for them?

Not in the rulebook, no - it only covers orbital insertion/high altitude
drops. I know I've seen 40K-style jump gear discussed on the list - IIRC
it was something like "double combat move (4 dice), but ignore all
terrain effects (including cover)". It should be in the archives
somewhere.

> > In order to inflict serious casualties on the enemy, you have to
call
in
> > artillery support - or send in a close assault. Getting artillery
support
> > can take a lot of time and isn't able to handle all situations
anyway, so
> > the close assault gets important.
> > 
> Then why not special CC troops, that can hit a position hard and
"cleanse 
> and burn" alittle ;P

I just described the reason why...
  
Oerjan Ohlson
oerjan.ohlson@nacka.mail.telia.com

"Life is like a sewer.
  What you get out of it, depends on what you put into it."
- Hen3ry

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