From: Adrian Johnson <ajohnson@i...>
Date: Wed, 19 Sep 2007 23:20:44 -0400
Subject: Re: [GZG] Gzg-l Digest, Vol 1, Issue 5
> Samuel Penn wrote: > > Second is that the MLP can fire as a separate support weapon, with Just to add another wrinkle, you could say that MLP can be used *indirect*, with the same rules as a light mortar but limited to whatever is on the board (short range) and with rounds impacting immediately (no delay). If used like this, I would suggest that they have to fire with a separate fire action, and probably have limited ammo. > > The rules don't provide any examples of a single figure firing more Sure, you could do that, but if they only add a FP bonus like a GL, what would it be? FP +2 perhaps (they're bigger and fancier than a GL, so a bit extra FP). Maybe only a +1. If the PA standard weapon is an AR/GL combo, then it is probably already at FP3, and under the rules-as-written, normally weapons don't go higher than that. You could make an exception for PA and say the figure gets up to FP4 or FP5 with an MLP, but then you find yourself in a position where if you have more than 3 PA figures with rifles, their guns don't add to the squad's fire action. This is good - in that you can take a few casualties before the squad's fire is affected. This is also good if you equip the other members of the squad with support weapons (you can have several support weapons and still have maximum firepower from the regular troopers). Problem is when it becomes *too* good. You don't want the PA squads in the game to become *completely* dominant. They're already very, very powerful when it comes to resolving close assaults. I like PA to be good - but not so good that putting a squad into the game virtually guaratees they'll win it... Not that they necessarily will with high firepower, and you can balance them out with other assets on the opposing side, but I find that keeping them more moderate in power makes scenarios easier to balance to whatever level you wish.