> From: Allan Goodall <agoodall@att.net>
End of
> activation. The squad is activated. It moves (1 action). It has one
Here's a thought...
Create a new type of action, specific to vehicles: the "Move and Fire" action.
Allow vehicles to move and fire in the same action. You could draw a line of
sight and measure range from any point in the vehicle's movement, but the FC
die of the vehicle is shifted DOWN one type. Possibly the range band of the
target is shifted UP one type, also. Only one of the vehicle's weapons may
fire in this action. Possibly you say that the vehicle in this case can't do a
combat move, and is limited to the regular movement. Why? Because a combat
move is to jerky? (one could argue this point away on the basis of PSB, but
it's another possible limitation on the action).
Troops can't "Move and Fire", because they don't have vehicle mounted
stabilization systems, etc. etc.
This action also wouldn't be allowed for vehicle weapons that are NOT
controlled with the vehicle FC, such as a pintel mounted LMG. Why? They aren't
stabilized.
On Thu, 18 Jul 2002 02:14:43 -0400, Adrian Johnson
> <adrian.johnson@sympatico.ca> wrote:
> Create a new type of action, specific to vehicles: the "Move and Fire"
action.
Sounds good...
> Allow vehicles to move and fire in the same action. You could draw a
I would probably shift the quality die instead of the FC die _or_
increase the range band. Since I already shift the range band up one in my
Overwatch rules, it seems to make sense in this case to increase the range
band for moving vehicles. Seems to be a similar rationale (something moving).
> Possibly you say that the vehicle in this
Why?
> Because a combat move is to jerky? (one could argue this point away on
Chris points out that in most cases there's no reason to do a combat move. The
average isn't really worth it. I've decided to give a combat move a die shift
up on the range band if attacked while moving. I would do the same die shift
up for doing a combat move while firing (which would give the range band two
die shifts up for vehicles).
> This action also wouldn't be allowed for vehicle weapons that are NOT
They
> aren't stabilized.
Okay, I can accept that!
> Allow vehicles to move and fire in the same action. You could draw a
Why not the FC die? The idea is that the vehicle's FC system is slightly less
effective when the vehicle is moving, similar to today's systems.
Stabilization might be really good, but it is always going to be a bit tougher
to do a moving shot than one from rest.
Though I guess you could make the same argument for a Quality die
shift...
it being harder for the troops to do the shooting...
Looking at them all, I think maybe shifting the range band up by one
automatically is best. Particularly if also using the increased size vehicle
rangebands...
Since I already shift the range band up one in my Overwatch rules,
> it seems to make sense in this case to increase the range band for
Yeah, maybe.
> Chris points out that in most cases there's no reason to do a combat
The
> average isn't really worth it. I've decided to give a combat move a die
Ok, so just to be clear:
if a vehicle is taking a "move and shoot" action, the range to the vehicle's
target is shifted up one rangeband.
if a vehicle is taking a "move and shoot" action and tries a combat move, the
range to the vehicle's target is shifted up two rangebands, irrespective of
what the distance actually moved is.
That right?
It sounds pretty good to me, but maybe a single rangeband shift to the target
isn't enough of a penalty for being allowed to do this.
How about the range penalties, AND either the FC die or the Quality die get
shifted down one?
Is that too much of a penalty?
***************************************
On Thu, 18 Jul 2002 23:55:59 -0400, Adrian Johnson
> <adrian.johnson@sympatico.ca> wrote:
> Why not the FC die? The idea is that the vehicle's FC system is
As TomB points out in a later message, stabilization is pretty good today.
I was thinking the QD instead of the FC die to make it consistent with other
potential rules that might want to allow something similar for, say, infantry
(which don't have a FC die, have multiple support dice, but always have the
QD). In retrospect, it's easier to shift the range die _only_. Currently
the range die is all that gets shifted (unless the shift is open). It keeps
the game simple if you just shift the range die up and down.
> Looking at them all, I think maybe shifting the range band up by one
That's another thing! If QD is used for range band size determination, newbie
may get confused as to when to apply the QD to determine the range band:
before the QD shift or after? Just make the range die the one that shifts and
everyone is happy.
> Ok, so just to be clear:
Yep, that sounds right.
> How about the range penalties, AND either the FC die or the Quality die
I think so. I think the one thing shifting is good enough...