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Post by n815e on Dec 2, 2014 21:19:04 GMT
On the face of it, an alternating activation game sort of gets around the need for an overwatch mechanic as players are not sitting around waiting for an entire side to move and shoot. However, it still doesn't seem right that models can move cover-to-cover with no reactive fire, especially since with command points a model's speed can be boosted to a few multiples of its normal movement. I was thinking that a model could be allowed to interrupt the movement of another model by shooting at it if a player expends a command point to do so. It is a simple solution and works well within the framework of the rules.
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Post by ItsUncertainWho on Dec 4, 2014 7:11:58 GMT
Wouldn't the act of stealing an activation be pretty close to the idea of overwatch, in the context of this game? It feels like that is what it was meant to represent.
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brian
New Member
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Post by brian on Dec 4, 2014 12:23:20 GMT
I'd think the ability to fire on over watch for only 1 command point would be too powerful.
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Post by n815e on Dec 4, 2014 15:41:55 GMT
Stealing activation doesn't allow you to shoot someone moving from cover to cover. Command point abilities are already pretty powerful.
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mouse
New Member
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Post by mouse on Dec 4, 2014 17:35:46 GMT
Hi
I alos think that shooting and interrupting for only 1 Command Point would be too cheap.
Perhaps if a model didn't move, and then paid a command point to go into overwatch, then had to pay another to actually take a shot... that might be a little closer. That way he would be burning 2 command points for 1 shot and that would limit his defensive Command Point Pool, especailly if he does it with multiple mecha. He still has the overwatch option, it is just not quite as cost effective.
One can't make ovewatch too good, or the UEDS (RDF) Destroids will be doing it all the time.
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Post by ItsUncertainWho on Dec 4, 2014 18:54:10 GMT
Stealing activation doesn't allow you to shoot someone moving from cover to cover. I didn't say it did. The stealing of an activation is far more powerful than a simple overwatch style attack. In the context of how RRT runs, the stealing of an activation is similar in nature to what an overwatch or reaction attack represents.
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Post by n815e on Dec 4, 2014 21:40:22 GMT
It's not, they simulate two different things.
Overwatch/reactive fire is designed to simulate the actual nature of combat where a person is not going to just sit there and watch the enemy move around without doing anything about it. It's completely different than stealing an activation which is related to impetus, having the initiative and maintaining it.
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