Post by Sundowner on Nov 11, 2014 15:51:21 GMT
When I looked at the Tomahawks GAU-20 .50 cals in the current state of game play. they are practically useless.
Why use them when every turn you can fire the Particle beams. Sure you can expend a command point and add the .50 cals for an additional 4 md. But what use are they really?
I plan to add infantry and tanks into my games. After all the world was locked into a civil war before the appearance of the SDF-1. So there is still a lot of conventional war equipment still around.
Especially during the rebuilding and the malcontent uprisings, Small outpost towns defending their stake with a few Tanks and a battered Destroid, against a Malcontent raiding party made up of a few Pods and Micronized Zentraedi.
The Infantry Squad units will have a MD of 5, this accounts for the hits points of the 4-6 man unit and their equipment, depleting the MD of the squad will represent that it has lost enough men/ equipment that it is no longer be effective on the battlefield. The squads would be armed with RPGs or other anti armor weapons that have a range of 6-12 inches. I still have to work out those details.
Infantry squads however would have a special ability Called "Scatter" it is much like a roll with impact. A squad does not possess the ability to actually dodge any of the weapons brandished by mechs. But they can spread themselves out to lessen the damage
So upon a successful strike roll 5 or better on the squad by the attacker. The defending player may elect to scatter his squad, a successful roll means his squad spreads out enough that only one and some of the equipment has been killed/or destroyed, taking only 1 MD point regardless of the original MD of the weapon.
A failed scatter roll will inflict the full MD upon the infantry Squad vaporizing the entire unit and it's equipment. For missile volleys each missile in the volley will inflict 1 MD point, so volleys of 5 or more can still wipe out a squad that scattered at the cost of the ammo.
Now some weapons mounted on Mechs are designed to combat Infantry the GAU-20 .50cal of the Tamahark for example. They have a ability of "Suppressing Fire" much like the "Overwhelming Fire" against mechs.
In a sense these weapons spit out so much lead, that scattering is ineffective and negates that ability, the same as "Overwhelming" negates the roll with impact.
Squads hit by a suppressing weapon will always take full damage.
Weapons that I feel have the "Suppressing" ability.
GAU-20 .50cal on the Tomahawk
78mm guns of the Defender
The 22mm auto cannons on the Zentraedi Tactical and Officer pods.
And any weapon that utilizes the blast template.
Let me know what you guys think of my preliminary infantry rule Ideas
Why use them when every turn you can fire the Particle beams. Sure you can expend a command point and add the .50 cals for an additional 4 md. But what use are they really?
I plan to add infantry and tanks into my games. After all the world was locked into a civil war before the appearance of the SDF-1. So there is still a lot of conventional war equipment still around.
Especially during the rebuilding and the malcontent uprisings, Small outpost towns defending their stake with a few Tanks and a battered Destroid, against a Malcontent raiding party made up of a few Pods and Micronized Zentraedi.
The Infantry Squad units will have a MD of 5, this accounts for the hits points of the 4-6 man unit and their equipment, depleting the MD of the squad will represent that it has lost enough men/ equipment that it is no longer be effective on the battlefield. The squads would be armed with RPGs or other anti armor weapons that have a range of 6-12 inches. I still have to work out those details.
Infantry squads however would have a special ability Called "Scatter" it is much like a roll with impact. A squad does not possess the ability to actually dodge any of the weapons brandished by mechs. But they can spread themselves out to lessen the damage
So upon a successful strike roll 5 or better on the squad by the attacker. The defending player may elect to scatter his squad, a successful roll means his squad spreads out enough that only one and some of the equipment has been killed/or destroyed, taking only 1 MD point regardless of the original MD of the weapon.
A failed scatter roll will inflict the full MD upon the infantry Squad vaporizing the entire unit and it's equipment. For missile volleys each missile in the volley will inflict 1 MD point, so volleys of 5 or more can still wipe out a squad that scattered at the cost of the ammo.
Now some weapons mounted on Mechs are designed to combat Infantry the GAU-20 .50cal of the Tamahark for example. They have a ability of "Suppressing Fire" much like the "Overwhelming Fire" against mechs.
In a sense these weapons spit out so much lead, that scattering is ineffective and negates that ability, the same as "Overwhelming" negates the roll with impact.
Squads hit by a suppressing weapon will always take full damage.
Weapons that I feel have the "Suppressing" ability.
GAU-20 .50cal on the Tomahawk
78mm guns of the Defender
The 22mm auto cannons on the Zentraedi Tactical and Officer pods.
And any weapon that utilizes the blast template.
Let me know what you guys think of my preliminary infantry rule Ideas