Tom,
I agree with you that PA is the way to go if you are fighting in urban
terrain. However I like the idea that the infantry has some bolt holes and
places to work from that are safer, thus the idea that PA cannot get through
into the offices and smaller rooms etc. Sort of like Tanks being kept out of
dense woods.
In reality you are more correct, make the holes big enough for them to use PA
and go for it.
I guess I need to do some FMA in 2010 or so before (just before judging by the
money being spent by the US Army) PA becomes the norm.
Bob
> Magic wrote:
> be fine. I'm pretty sure they could move around my office given a
> its fist through the wall and ripping down the majority of the wall in
> order.
> vs. normal infantry. That's probably fair (no one hit one with a HEAP
> Chris comment about PA armour levels is fair two. I used 2d6, but I
> have used 2d8, 2d10 or 2d12, though the later is very heavy armour vs
> (6" or 12"), and with the same types of weapons as infantry. Resolves
> fast... maybe should be 6" for normal figures. Resolves casualties
> light PA, as high as 2d12 for heavy PA.
> Magic wrote:
1) PA is so useful, I'd make sure my breaches were designed for them. 2) I can
see limiting them in some halls, but in malls and the like they'd be fine. I'm
pretty sure they could move around my office given a cement floor and high
ceilings. Cubeville might be a tad difficult for them, but they could force
their way. 3) As for walls, if the wall is drywall and lumber, I can see the
PA putting its fist through the wall and ripping down the majority of the wall
in short order.
PA _should_ be used for this kind of fighting (along with small RC
robots with weapons). What it should also be is expensive. I point costed PA
at
4-1
vs. normal infantry. That's probably fair (no one hit one with a HEAP
grenade and I didn't give anyone IAVRs - Plasma guns would kill them
too).
Chris comment about PA armour levels is fair two. I used 2d6, but I should
have used 2d8, 2d10 or 2d12, though the later is very heavy armour vs d10
small arms. They are fearsome in close combat.
To model them as they are in SG2: Good armour, but they die relatively easily
(d10 impact vs d12 armour
typically - but rifle grenades are subsumed in fire actions), fast or
slow (6" or 12"), and with the same types of weapons as infantry. Resolves
casualties immediately (on board medic). Horror in close combat (die
doubling).
So, how to do this in FMA? Die doubling is fine, as are movement rates. Base
FMA move of 8" is pretty fast... maybe should be 6" for normal figures.
Resolves casualties immediately is pretty easy too. Armour might be beefed up
a bit, but the weapon should still have an okay chance to take one out. I'd
guess 2d8 for light PA, as high as 2d12 for heavy PA.
> "Barclay, Tom" wrote:
If it comes to that, a determined grunt with a sturdy combat knife could
make short work of a plasterboard partition wall - especially if it's as
flimsy as the one I put up last weekend :-)