New here on the list.
Been playing 40k for a long time, but need some realism (!?)
so, I started reading the SGII rules, and was caught in the realism.
BUT it lacks the fun and run of the assault squads that is significant for
40k. Therefore, does any1 have any suggestions for adaptations of the CC rules
in FMA?
> Magnus Alexandersson wrote:
You can still run assault squads. What you'll find is that
a)An SMG or Shotgun is a MUCH better choice for weaponry than a sword, and
b)They end up rather messilly dead unless you supress the target. That's the
basis of a lot of infantry tactics. Supress, supress, supress, then run up an
assault element around the flanks and into the
objective to clear them out at point-blank range.
Another trick you can try (I've never done it, but it seems to make sense) is
to split the experience levels. Experience levels cover
ranged combat, close combat, and morale. A Warhammer-style assault
squad may be regular, but would shoot as green troops and close combat as
veterans. This hasn't been playtested or anything, but you can try it out if
you like.
What is 40K CC & assault squads?
> Magnus Alexandersson wrote:
> BUT it lacks the fun and run of the assault squads that is significant
Welcome aboard Magnus, I hope you find your stay here enjoyable. Re: Your
question. I would suggest hooking up and playing a few games with some vets or
buddies first before jumping to conclusion. The SG games are (IMO) just as fun
and dramatic, plus there's a sense of satisfaction
from the tactical aspects of things that don't really work out w/ W40k
(though I haven't played the new rules yet). Still after a few games if you
feel the same way, then try monkeying a bit with the rules to add characters
to your SG units. Probably wouldn't be too hard to do. In fact I believe there
have been some W40k conversions to SG so some of those aspects might have been
addressed already.
Well, they are Warhammer 40k guys in power armor (If they are Space marines)
with jet packs that are armed with small arms (pistol sized bolters and
whatnot) and, umm, well I guess there's no good way to say this, swords and
axes. They have an advantage in close combat over "regular" troops.
Magnus Alexandersson skrev:
> New here on the list.
Hej! Välkommen!
> Been playing 40k for a long time, but need some realism (!?)
> for 40k.
Not sure what you mean here. Swords etc still give you a die shift in close
combat (though shotguns or flamethrowers are even better), and
close assaults are pretty damn important - that's the fastest way to
shift a dug-in enemy from a protected position (and quite often the only
way, as well!). You have to suppress the defenders first, though, otherwise
you'll lose your assault troops before they make contact. 'Course, in 40K
you'd've lost them *after* the first round of close
combat if the enemy support troops aren't occupied by something else -
the difference here isn't that big for line troops.
> Therefore, does any1 have any suggestions for adaptations of the
What 40K CC rules? If you think of heroic leaders who singlehandedly slay the
entire opposing army (Mr. Calgar, a certain Ork surnamed Thraka, a
bio-engineered political Commisar just to name a few examples :-), or
close assaults that are fought out as a fencing duel over a couple of
game turns, no. The rules already cover specially-equipped close assault
units, though - including swords and similar weapons.
Later,