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Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lWhat weapon do you
have your sniper carry? I'm tempted to have my sniper carry a HAMR for dealing
with PA as well as normal soldiers.
On the subject of PA, does a trooper with an MLP get to fire his hand weapon
in addition to the MLP or instead of it?
Roger Books
First question: whatever suits your combat doctrine. If you prefer picking
off PA with a sniper, then go with the low FP/high I weapon.
MLP question: I usually play with whatever the figure has (and using the PA
design rules; I modified copy is on my site). My OUDF PA suits carry between 1
and 3 MLPs (as they use ammo) and may or may not carry rifles (the 3 MLP suit
definately doesn't).
Brendan 'Neath Southern Skies
http://home.pacific.net.au/~southernskies/
[quoted original message omitted]
Hey,
> What weapon do you have your sniper carry? I'm tempted to have my
As has been said, it depends on the doctrine. There is no real reason not to
have a HAMR, tis the biggest nastiest gun, and can even tackle vehicles.
But SG is not really for power gamers...
> On the subject of PA, does a trooper with an MLP get to fire his hand
With fire combat I play the rules as written, which state (I am quoting from
memory, but am pretty sure this is correct) that a figure may only fire each
weapon once per turn. So I would allow for one activation a figure (e.g. the
NSL PA with shoulder launched pack) to fire either weapon, then for another to
fire the other.
I tend to treat this as a one shot weapon, so I use it along side a passed on
activation from command to either fire both weapons in a turn and move or to
move, fire once and CA. Giving a PA squad that extra punch as well as a very
long striking range.
However a SG errata did state that rather than every turn, a weapon may be
fired once per activation. I choose to ignore this, as I prefer it the other
way arround.
Hope that helps in some small way