(DSII) Question about Infantry Walkers

7 posts ยท Oct 27 1998 to Oct 30 1998

From: Jeff Hancock <jhancock@p...>

Date: Tue, 27 Oct 1998 11:38:57 -0500

Subject: (DSII) Question about Infantry Walkers

Infantry walkers are generally Class 1, limiting them to Class 1 armour. Does
this mean that the rear and side armour would be 0, or can infantry walkers
have an effective armour of 1 all around?

Thanks!

From: Andrew Martin <Al.Bri@x...>

Date: Wed, 28 Oct 1998 09:43:57 +1300

Subject: Re: (DSII) Question about Infantry Walkers

> Jeff Hancock <jhancock@pilot.infi.net> wrote:

> or can infantry
No.

> Thanks!
Ok.

From: Rick Norman <thurvin@y...>

Date: Tue, 27 Oct 1998 16:51:54 -0800 (PST)

Subject: Re: (DSII) Question about Infantry Walkers

My house rules is that all vehicles will be AC:1 is 360 degrees. This house
rule doesnot help them that much. It keeps small arms from hurt that.

Rick N.

> ---Jeff Hancock <jhancock@pilot.infi.net> wrote:

From: Andrew Martin <Al.Bri@x...>

Date: Thu, 29 Oct 1998 13:04:29 +1300

Subject: Re: (DSII) Question about Infantry Walkers

> Rick Norman <thurvin@yahoo.com> wrote:
A vehicle with side AC:0 requires 5 damage points from infantry weapons to
kill. Exactly like a power armour team. So they can take small arms fire, just
that a lot of it will destroy the vehicle. Making all small vehicles AC:1 all
round means that other small vehicles have no advantage in manoeuvring to the
flanks and neither do yours. This means that you have eliminated manoeuvre as
an option for your side and for your opponent as there is no advantage to
reaching the opponent's flank.

From: Rick Norman <thurvin@y...>

Date: Thu, 29 Oct 1998 15:05:21 -0800 (PST)

Subject: Re: (DSII) Question about Infantry Walkers

It has been my observation of a vehicle with AC:1 starts taking fire
from anything larger than HEL/1, it has other problems then
manovering. I use this rule to armour my aerodroped assualt walkers <Epic40K
dreadnaughts, actually>, they preformed well until good
quality anti-armuor weapons were fired at them. Then they died well.
Do as you wish. Remember... play the game, not the rules.|:>

Rick N.
> ---Andrew & Alex <Al.Bri@xtra.co.nz> wrote:
This
> means that you have eliminated manoeuvre as an option for your side

From: Andrew Martin <Al.Bri@x...>

Date: Fri, 30 Oct 1998 14:32:20 +1300

Subject: Re: (DSII) Question about Infantry Walkers

> Rick Norman <thurvin@yahoo.com> wrote:
Yes, but don't modify the rules so that manoeuvre is ineffective. That's like
modifying the rules to suit the way that you use your walkers! It's also like
turning vehicles into bunkers!
    By having AC:1 on sides, your opponent is almost forced to use GMS/L
to have a realistic chance to oppose your walkers. With AC:0 on the sides,
your opponent can then have a chance to use infantry weapons against the
walkers. Or your opponent could use size class 1 or 2 direct fire weapons
against them. If you're using a gothic SF setting, like Epic40K, GMS aren't
available, so your opponent needs manoeuvre opportunities to be able to use
infantry weapons against the side and rear of your vehicles.

From: Rick Norman <thurvin@y...>

Date: Thu, 29 Oct 1998 22:13:32 -0800 (PST)

Subject: Re: (DSII) Question about Infantry Walkers

My IAVR armed rifle infantry sniped off a walker or two from any
direction that in payback the fellowswho die under APSW. W/o the
changes the walker who die with much chance to fire effectively. Remember
walker can only fire out the vehicle except for APSW, so manoeuvre does
matter. The house rules has little real effect one way or another.
> ---Andrew & Alex <Al.Bri@xtra.co.nz> wrote:
It's
> also like turning vehicles into bunkers!