Armour crew bail out

1 posts ยท Jul 7 2001

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Sat, 7 Jul 2001 15:56:19 -0400

Subject: Armour crew bail out

My comments marked with [Tomb]

Allan replied:
> 1) If armour crew (as opposed to infantry)
bails
> out, they automatically lose 1 quality level

Hmmm... I usually don't even worry about the crew. I just let them
"disappear". The only time I have them on the table is if they count towards
casualty counts for victory purposes.

[Tomb] We tend not to. I've seen jeep and
VTOL crews hold up a whole infantry platoon. Rather silly. But the player's
thought was "This is a desparate situation, they know it, and they're still
able to fight". I just think they should fight less well than dedicated
infantry.

> 3) Crew or troops bailing out also get to

They have to roll morale for taking casualties.

[Tomb] True, but if you take no casualties, I
still think it is jarring to lose your ride.

I could understand you wanting to give them a Confidence Test if they are in a
vehicle that blows up, but I don't like the idea of an automatic Confidence
Level drop.

[Tomb] Okay, I can buy that.

> 2) When a major impact is scored on a

Must be a local thing. *L* I have had squads gutted with a vehicle hit. On a
major impact they are already rolling twice the weapon class against their
armour. Put your guys in D6 armour, or run a WW2 game with D4 armour and see
what happens... *L*

[Tomb] Most kills in my games are a result of
IAVR or GMS/P fire. Thus a class 1
weapon. But even these, if the weapon is destroyed, probably should cause ammo
cook-offs, secondary explosions, and fire.
So rolling higher than a 1 on the quality die (usually d8) isn't too hard.
Where does body armour enter the picture? Or have I misinterpreted the rules?
<don't have my book handy and my recall may be flawed>

> 3) I don't like on the move stuff, just

You'd have no problem. I know this, because I've read your Overwatch rules,
Tom. ;-)

[Tomb] The old version. Thrown out in favour
of a much streamlined and much simpler version, which achieves about the same
effect with far more simplicity of explanation.

> And the CO being busy doesn't

I'm going to try the 1 Transfer Action thing a bit more. I'm not sure how it
will work. I've been thinking more about this. I do like the two transfers,
but I don't like that leaders end up in the corner of the board.

[Tomb] Concur.

I playtested a little more last night, and I think giving leaders 1 free
transfer and only allowing one more is going to be too powerful.

[Tomb] Depends. If you limit "comms"
actions to two per activation, then he won't be calling arty or air. So you'll
pretty much be limited to reorg, move or shoot. And one more guy in a squad
fire isn't a huge big deal.

I suspect that it's going to be unreconcilable. We keep 2 transfers and live
with leaders hiding out on the table. The proposals just aren't nasty enough
to "waste" an action moving when the command unit could be transferring.

[Tomb] I think your comms rules go part
way. The other thing is play a few heavy
EW games. When officers start _having_ to
be up with their troops to have any reasonable chance of a command transfer,
that will change the game.

Giving them one transfer for free is okay if they keep moving, but it makes
them too powerful when the command unit sits still (essentially giving them 3
actions). You mention that you think the game will lose some of its feel if 1
transfer is taken away, and you are probably right. Allowing moving while
doing a transfer has been roundly panned.

[Tomb] Not all ideas meet with general
approval. (I know!). But it was a good cut at the problem even if it isn't
generally liked.:)

I think we're stuck.

[Tomb] For now. Maybe an idea will strike us
soon. :)