RE: [GZG]Howtohandleunitsarmedwith"heavy"weapons [SEC=UNCLASSIFIED]
From: "Eli Arndt" <emu2020@c...>
Date: Wed, 16 May 2007 08:29:12 -0700
Subject: RE: [GZG]Howtohandleunitsarmedwith"heavy"weapons [SEC=UNCLASSIFIED]
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Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lFunny you should
mention it John, I was planning on using a little of both
ideas. In purchasing the MG troopers, many of the poses are not
suitable
for a single man operating the weapon. Those laying down with ammo
handlers
will likely get converted to battery packs and scoped weapons.
-Eli
Just off the top of my head, presuming you want to have a look that
involves most of your weapons being larger than average and also some
sort of game mechanic difference that means your force "feels"
different than your average force. . .
If you wanted, and your opponent agreed, you could have them be gauss
weapons with adjustable settings. It could have a 'low power' setting
with FP 2 Imp d12 as a rifle, or could be dialed up to produce a light
anti-armor effect as per a HAMR. Then you put some sort of limit on
it--perhaps HAMR setting requires an auxilliary battery pack and each
trooper is only issued two auxilliary battery packs. It would be more
paperwork, or you could use counters or something. Game balance-wise,
it wouldn't be any worse than issuing a lot of IAVRs, especially if
you limited the HAMR to targeting individual models as it is a point
weapon rather than an explosive warhead.
Or you could say that your forces use a modular weapon system with
only minor differences between AR, LMG, and Sniper systems. You just
have to do a little modding to represent the differences well enough
that you can tell yourself.
John
--
"Thousands of Sarmatians, Thousands of Franks, we've slain them again
and again. We're looking for thousands of Persians."
--Vita Aureliani
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